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Author Topic: Sinister biome embark Help  (Read 1666 times)

awsomeater

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Sinister biome embark Help
« on: November 12, 2012, 08:27:49 pm »

I just embarked in a sinister biome with the DFTUTS2012 starting pack(and a few extra plump helmet spawn)

i need tips to do this, the biome is freezing with no trees, and little vegetation, lots of clay and no aquifier.

any tips?

EDIT: i now have thralling gas clouds with zombie muskox, hooray DF...
« Last Edit: November 13, 2012, 09:23:00 am by awsomeater »
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Captain Man

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Re: Sinister biome embark Help
« Reply #1 on: November 13, 2012, 01:14:31 am »

Throw corpses into lava. I think. That's an evil, freezing, treeless, biome and you're asking for help? Good luck, you're going to need it. It'll be fun though. you can deconstruct the wagon for wood. Try to get inside asap to avoid zombies and stuff.
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i2amroy

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Re: Sinister biome embark Help
« Reply #2 on: November 13, 2012, 02:23:54 am »

If you are lucky your fortress will last longer then the first week. Only real advice to give is:
1)Get inside ASAP. The longer you are outside the longer the zombies can get you.
2)If you decide to go the wall route then make sure to roof off your area.
3)Build a pit with some magma-safe weapon traps at the bottom. Then throw corpses into it. When you get a chance flood some magma into it. The zombies should be killed by the traps, allowing the magma to kill them.
4)Run a vegetarian fortress if at all possible. Animals just promote the chances of an undead spiral wiping out your fortress.
5)Set up some traps spread throughout your fortress (and especially around areas with animals should you decide to use them). Hopefully it will slow down or stop any undead spirals long enough for you to deal with them.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

AutomataKittay

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Re: Sinister biome embark Help
« Reply #3 on: November 13, 2012, 04:03:40 am »

Use raw clay to build walls, dig deep and hope nobody notices you too quickly :D
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awsomeater

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Re: Sinister biome embark Help
« Reply #4 on: November 13, 2012, 07:53:22 am »

If you are lucky your fortress will last longer then the first week. Only real advice to give is:
1)Get inside ASAP. The longer you are outside the longer the zombies can get you.
2)If you decide to go the wall route then make sure to roof off your area.
3)Build a pit with some magma-safe weapon traps at the bottom. Then throw corpses into it. When you get a chance flood some magma into it. The zombies should be killed by the traps, allowing the magma to kill them.
4)Run a vegetarian fortress if at all possible. Animals just promote the chances of an undead spiral wiping out your fortress.
5)Set up some traps spread throughout your fortress (and especially around areas with animals should you decide to use them). Hopefully it will slow down or stop any undead spirals long enough for you to deal with them.

would i find magma if i was in a freezing biome, and also i already killed a muskox, no zombies.....
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AutomataKittay

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Re: Sinister biome embark Help
« Reply #5 on: November 13, 2012, 07:55:03 am »

Dig deep enough and you will find it. Well, if you didn't turned off bottom layer in worldgen.
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Dwarfotaur

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Re: Sinister biome embark Help
« Reply #6 on: November 13, 2012, 08:02:24 am »

There's no guarantee they'll even be any zombies/skeleton type enemies or any reanimation.

I had a Terrifying embark that only had smelly rain... It made my dwarves want to wash and have unhappy thoughts but that was it.


I've also had a reanimating, full of zombies and deadly gas clouds all in one... So wait and see what happens!

As for no wood... Dig out an entire soil layer then breach the caverns (to release spores) and then seal the caverns off. You'll soon have tower-caps and the likes growing in the soil layer.
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i2amroy

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Re: Sinister biome embark Help
« Reply #7 on: November 13, 2012, 12:35:53 pm »

There's no guarantee they'll even be any zombies/skeleton type enemies or any reanimation.
In my opinion the rule for evil embarks is "better safe then sorry". If it turns out that it's not reanimating then all your extra traps do is ensure that it's harder for your fortress to die in event of a berserk dwarf or something similar. If you don't make the preparations and it does turn out to be reanimating, then you are pretty much condemning your fortress to a quick death through an undead spiral.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.