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Author Topic: Double Siege (edit: aftermath)  (Read 2837 times)

Exitstrategy

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Double Siege (edit: aftermath)
« on: October 05, 2012, 07:46:49 pm »

So, I'm going along in my fortress, nearing my third winter, when a necromancer decides to stop by and start a siege. He immediately starts reviving the laughable corpses in my refuse pile. My dwarves are having great fun smashing the mussel shells that rise up. Fun times were had by all. Then the goblins arrive. I immediately stop the battling on the surface and pull every Dwarf into my burrow to hide behind the walls of traps to try to ride out the siege.

I'm currently cowering behind 15 rows of traps in the hopes that the enemies will wander into them before the necro army grows too large. Unfortunately my Dwarven caravan for the year just showed up, so they're boned. The wagons kept moving, and I fear the traders will join the undead soon enough, which 13 of my dwarves are currently fighting for.

Armok save them.
« Last Edit: October 05, 2012, 08:10:28 pm by Exitstrategy »
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Since when has Dwarf Fortress been about doing things the easy way?

I do believe that it is in part about unnecessarily abusing the opportunities that are presented to you.

Exitstrategy

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Re: Double Siege
« Reply #1 on: October 05, 2012, 08:09:56 pm »

Armok be praised! Not only did I survive the entire siege (albiet with 24 dwarven deaths), I managed to capture every Necromancer alive! As an added bonus, some of the merchants lived :D

I'll be on cleanup detail all winter, setting up traps again and mopping the massive amount of blood, but it was worth it. Now what horrible FUN should I inflict upon my captives?
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Since when has Dwarf Fortress been about doing things the easy way?

I do believe that it is in part about unnecessarily abusing the opportunities that are presented to you.

Hurkyl

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Re: Double Siege
« Reply #2 on: October 05, 2012, 08:13:42 pm »

You should perpetually doom one necromancer to the eternal task of running a mussel shell training room!
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the woods

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Re: Double Siege (edit: aftermath)
« Reply #3 on: October 05, 2012, 08:31:09 pm »

I would give them necromancer rooms, separated from the rest of the fort by drawbridge, with a chute that minecarts dump unbutcherable goblin bodies into. When they start getting a lot of zombies you can deliver prisoners down there as well.

Remember to lower the bridges when you abandon so the little guys can get out :3
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GoombaGeek

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Re: Double Siege (edit: aftermath)
« Reply #4 on: October 05, 2012, 08:33:27 pm »

1. put endless pointy spikes in one room
2. put zombies in room
3. put necromancer in other room through glass wall (window can be destroyed and fortifications can be shot through)
4. necromancer raises zombie limbs
5. open room door at goblins
6. murder
7. BUT HOW DO ZOMBIES GO BACK IN ROOM
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My wooden badge was delicious.

Gamerboy4life

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Re: Double Siege (edit: aftermath)
« Reply #5 on: October 05, 2012, 10:40:52 pm »

Necromancer Military training.

Make him revive dead gobbos.

Train zombie gobbos with new recruits.

Zombie Apocalypse Training 101.
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Callista

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Re: Double Siege (edit: aftermath)
« Reply #6 on: October 06, 2012, 01:18:11 am »

1. put endless pointy spikes in one room
2. put zombies in room
3. put necromancer in other room through glass wall (window can be destroyed and fortifications can be shot through)
4. necromancer raises zombie limbs
5. open room door at goblins
6. murder
7. BUT HOW DO ZOMBIES GO BACK IN ROOM
Fortifications covered by a drawbridge, not a glass wall. Glass walls don't allow the necromancer to raise the zombies.
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Rbrx

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Re: Double Siege (edit: aftermath)
« Reply #7 on: October 09, 2012, 10:27:09 am »

1. put endless pointy spikes in one room
2. put zombies in room
3. put necromancer in other room through glass wall (window can be destroyed and fortifications can be shot through)
4. necromancer raises zombie limbs
5. open room door at goblins
6. murder
7. BUT HOW DO ZOMBIES GO BACK IN ROOM
Fortifications covered by a drawbridge, not a glass wall. Glass walls don't allow the necromancer to raise the zombies.

oops, misread, sorry
« Last Edit: October 09, 2012, 10:28:47 am by Rbrx »
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darkgloomie

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Re: Double Siege (edit: aftermath)
« Reply #8 on: October 09, 2012, 11:34:35 am »

do corpses of sentient animals still count as sentient after zombiefication, and are thus unbutcherable?

because if they don't, you can have tons of fun with making masterwork gobbo bones items, or studding things with gobbo bones or... well that's pretty much it.
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Varnifane

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Re: Double Siege (edit: aftermath)
« Reply #9 on: October 09, 2012, 12:17:58 pm »

Now what horrible FUN should I inflict upon my captives?
This.
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I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Scow2

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Re: Double Siege (edit: aftermath)
« Reply #10 on: October 09, 2012, 02:29:26 pm »

Now what horrible FUN should I inflict upon my captives?
This.
This. "You are damned to an eternity of raising bigger beef for my people. How are those secrets of life and death working out for you NOW, Mr. Necrorancher?"
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hops

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Re: Double Siege (edit: aftermath)
« Reply #11 on: October 09, 2012, 04:16:54 pm »

Now what horrible FUN should I inflict upon my captives?
This.
This. "You are damned to an eternity of raising bigger beef for my people. How are those secrets of life and death working out for you NOW, Mr. Necrorancher?"

PERMISSION TO SIG?
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she/her. (Pronouns vary over time.) The artist formerly known as Objective/Cinder.

One True Polycule with flame99 <3

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darkgloomie

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Re: Double Siege (edit: aftermath)
« Reply #12 on: October 09, 2012, 04:18:30 pm »

Now what horrible FUN should I inflict upon my captives?
This.
This. "You are damned to an eternity of raising bigger beef for my people. How are those secrets of life and death working out for you NOW, Mr. Necrorancher?"
Necrorancher should totally be a profession. I'll have to retire an adventurer necromancer just for the chance he'll migrate to my fort and so i can give him the title.
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Scow2

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Re: Double Siege (edit: aftermath)
« Reply #13 on: October 09, 2012, 04:20:07 pm »

Now what horrible FUN should I inflict upon my captives?
This.
This. "You are damned to an eternity of raising bigger beef for my people. How are those secrets of life and death working out for you NOW, Mr. Necrorancher?"
PERMISSION TO SIG?
Um... sure? But I don't want to take credit for the idea that sent that thought into my head... just the resulting word.
« Last Edit: October 09, 2012, 04:30:15 pm by Scow2 »
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