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Author Topic: Zombies  (Read 1934 times)

Jesus

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Zombies
« on: January 18, 2013, 04:58:03 pm »

There are no undead in any biome i start in, nor does anyone raise themselves from the dead. In evil ones.
« Last Edit: January 18, 2013, 05:00:01 pm by Jesus »
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GiglameshDespair

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Re: Zombies
« Reply #1 on: January 18, 2013, 05:51:59 pm »

Then you've been (un?)lucky. try mother evil biomes. Undead won't necessarily spawn in evil biomes, and they won't necessarily ressurect.
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wierd

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Re: Zombies
« Reply #2 on: January 18, 2013, 06:01:15 pm »

I think you would have better luck embarking in a terrifying, haunted, or sinister biome, preferably with high savagery.

Terrifying swamps and haunted deserts seem to have good luck for me.

Your mileage may vary.
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andrei901

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Re: Zombies
« Reply #3 on: January 18, 2013, 07:11:10 pm »

I'd say if you find an evil biome that raises undead, count yourself lucky. Just wait till you have to try to deal with husks. Or terrifying rain. I had an embark where anyone who got rained on got dizzy, then fever, then unconscious within a few seconds. They'd wake up in a little bit, take ten steps toward the nearest water, and pass out again. eventually, they'd clean themselves off and be fine, but it never stopped raining.

Undead, on the other hand, make GREAT archery targets, until a great horned owl corpse comes flying in out of nowhere like a big, feathery, maggoty missile, and your marksdwarf decides to dodge the attack right into the undead pit that previously made up his archery practice...

Rest in peace, ezum odgoden...

Or, more accurately, come back and become an example of why dodging requires some thought for the future marksdwarves...
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crekit

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Re: Zombies
« Reply #4 on: January 19, 2013, 04:49:23 pm »

I'd say if you find an evil biome that raises undead, count yourself lucky. Just wait till you have to try to deal with husks. Or terrifying rain. I had an embark where anyone who got rained on got dizzy, then fever, then unconscious within a few seconds. They'd wake up in a little bit, take ten steps toward the nearest water, and pass out again. eventually, they'd clean themselves off and be fine, but it never stopped raining.

Undead, on the other hand, make GREAT archery targets, until a great horned owl corpse comes flying in out of nowhere like a big, feathery, maggoty missile, and your marksdwarf decides to dodge the attack right into the undead pit that previously made up his archery practice...

Rest in peace, ezum odgoden...

Or, more accurately, come back and become an example of why dodging requires some thought for the future marksdwarves...

Great archery targets for an area where archery is more or less useless :P
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Helgrin

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Re: Zombies
« Reply #5 on: January 19, 2013, 11:24:39 pm »

I had this problem a couple of weeks ago. Try raising the savagery when you create a new world.

Also, what type of biome are you embarking in? I don't think they can appear in a sinister biome, only haunted and terrifying. I've never seen them in a sinister biome.
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Findulidas

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Re: Zombies
« Reply #6 on: January 20, 2013, 06:57:02 am »

I recall and old bug where if you mixed two biomes, especially good and evil, one or both of the evil and good biomes creatures would not appear.

I had a fort long ago where there apparently were no undeads, until year 5 when some zombie sturgeons came out of the arctic water and killed absolutely everything. Ive never trusted the fish since then.
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mek42

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Re: Zombies
« Reply #7 on: January 25, 2013, 08:55:50 pm »

Just start adjacent to the necromancer's tower.  That should get you some !fun!.
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Sutremaine

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Re: Zombies
« Reply #8 on: January 25, 2013, 09:53:11 pm »

Archery isn't too bad against undead if you have enough bolts. Dwarf-sized opponents can be taken out quickly enough with wood or bone, but once you start getting into the 300-500L weight range you'll need either a lot of dwarves or metal bolts. Fliers are particularly dangerous -- I'm not whether it's because of their aerial movement, or because fly speed isn't affected by corpseification (dunno if that's the case or not). I haven't really thought about the latter up until now, but the flying undead wildlife seems much livelier than the ground-based undead wildlife.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Nyxalinth

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Re: Zombies
« Reply #9 on: January 27, 2013, 12:47:58 pm »

I can tell you that increasing the savagery definitely improves the chances of undead in a Haunted biome.  My hapless 7 embarked right on top of 8 Zombie Sea Otters yesterday.  It last 20 minutes.  I didn't have time to turtle up or anything.  Hilarity ensued in the form of a severed head attacking my dwarves, ZSO's interrupting Clean self orders (I had this image of Urist McBubbles in the bath and all the bubbles turning red) and two ZSO's and my headless carpenter chasing my one survivor as he tried frantically to re-pasture the Water Buffalo (who'd gained a name just by kicking ZSO ass).

I would so do it again.
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Loud Whispers

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Re: Zombies
« Reply #10 on: January 27, 2013, 01:06:18 pm »

Archery isn't too bad against undead if you have enough bolts. Dwarf-sized opponents can be taken out quickly enough with wood or bone, but once you start getting into the 300-500L weight range you'll need either a lot of dwarves or metal bolts. Fliers are particularly dangerous -- I'm not whether it's because of their aerial movement, or because fly speed isn't affected by corpseification (dunno if that's the case or not). I haven't really thought about the latter up until now, but the flying undead wildlife seems much livelier than the ground-based undead wildlife.
Very much this. Even large undead fall to bolts. But once you're out of them, it's only a matter of time.

Fluoman

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Re: Zombies
« Reply #11 on: January 27, 2013, 01:21:29 pm »

There are no undead in any biome i start in, nor does anyone raise themselves from the dead. In evil ones.

Here, take this:

Interesting, mildly challenging embark:
499 gen years will give you necro towers next to a volcano on a haunted biome. Fun fact: the dead walk.
Gold is litterally everywhere.
Didn't prospect, but with the amount of gold you can dig from z-2 alone, you can buy caravans easily if you want to.
Look for the left-most tower, then go up 2 squares and right 1 square.
Spoiler (click to show/hide)
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Putnam

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Re: Zombies
« Reply #12 on: January 27, 2013, 05:05:23 pm »

I think you would have better luck embarking in a terrifying, haunted, or sinister biome, preferably with high savagery.

Terrifying swamps and haunted deserts seem to have good luck for me.

Your mileage may vary.

Haunted means low savagery, high evil, sinister means mid savagery, high evil, and terrifying means high savagery, high evil.

Numeroid

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Re: Zombies
« Reply #13 on: January 27, 2013, 05:11:23 pm »

If you're Jesus, can't you raise the dead yourself?

(I apologize, I had to make that joke, I'd help but I never really embark in evil biomes so I don't know about them)
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Blue_Dwarf

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Re: Zombies
« Reply #14 on: January 28, 2013, 07:24:54 am »


Here, take this:

Interesting, mildly challenging embark:
499 gen years will give you necro towers next to a volcano on a haunted biome. Fun fact: the dead walk.
Gold is litterally everywhere.
Didn't prospect, but with the amount of gold you can dig from z-2 alone, you can buy caravans easily if you want to.
Look for the left-most tower, then go up 2 squares and right 1 square.
Spoiler (click to show/hide)

Tempting :) Gonna give it a go.
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