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Author Topic: Big questions with new dealing with undead.  (Read 2169 times)

jaxler

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Big questions with new dealing with undead.
« on: July 18, 2014, 07:39:04 pm »

Number 1: how do I get them to path into my fort?
I usually rely on weapon traps to take care of them, but they seem to be refusing to path into my fort, and thus just stay on the surface killing migrants and keeping me from wood.

Number 2: they are indestructible in combat.
I've seen these guys 1 shot a dorf in full armor by blowing their head with a punch. I don't know what I'm doing wrong, but steel armor isn't protecting my dorfs.

number 3: how do I kill them in mass?
I can't kill them, and I want the surface of my fort back.
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“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

Urist McVoyager

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Re: Big questions with new dealing with undead.
« Reply #1 on: July 18, 2014, 10:18:39 pm »

1. Maybe bait them with kittens and the like.

2. They currently are indestructible in combat, unless you pulp them to death with blunt weaponry.

3. Magma. Lots and lots of magma. It kills them now.
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jaxler

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Re: Big questions with new dealing with undead.
« Reply #2 on: July 18, 2014, 10:46:12 pm »

1. Maybe bait them with kittens and the like.

2. They currently are indestructible in combat, unless you pulp them to death with blunt weaponry.

3. Magma. Lots and lots of magma. It kills them now.

1 They disperse once the siege is lifted, so only a few would go for the kitten. they need line of sight on the kitten to actually go for it, and even then the kitten might not run towards the trap.

3 they show up as early as first spring, so it's hard to have a 200 level pump stack by then.
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

Panando

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Re: Big questions with new dealing with undead.
« Reply #3 on: July 18, 2014, 11:47:35 pm »

I atomsmash them with bridgewalls.

Just make 1-wide corridors, in the corridor should be a pressure plate set to be triggered by enemies, immediately followed by a bridge wall (a long 1-wide raising bridge that raises towards the wall), linked to the pressure plate. When an undead trundles in it will trigger the pressureplate then get splatted by the bridge wall a few moments later. These traps cost exactly 3 mechanisms and 3 blocks a piece so you can afford to build them willy-nilly.

It is possible to provide caravan access, by making  a winding 3-wide corridor, with straight-through "shortcuts" which are actually the bridgewall traps.

If your military training is extremely good, such that your dwarves are multi-legendary, they can hold their own against the undead. But dwarves who can't block, parry and dodge out the walzo will just get curbstomped. Or even if their defences are pretty good, but they tire too fast, they'll get tired THEN curbstomped. In this version it's pretty unrealistic to expect dwarves to reach that level of combat-readiness before undead sieges can arrive, but if you start training at the start of the game, you should have enough for mopping up any the traps don't destroy.

To "claim" the surface basically means "wall it off". You can use deramped channels around most the map to create a safe area, with an entrance protected by bridgewall traps (keeping an open pathing route prevents enemies trying to climb). Securing the surface against undead with military might alone is pretty unrealistic - the unhappiness from fighting the dead alone is killer.
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jaxler

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Re: Big questions with new dealing with undead.
« Reply #4 on: July 19, 2014, 12:02:23 am »

I atomsmash them with bridgewalls.

Just make 1-wide corridors, in the corridor should be a pressure plate set to be triggered by enemies, immediately followed by a bridge wall (a long 1-wide raising bridge that raises towards the wall), linked to the pressure plate. When an undead trundles in it will trigger the pressureplate then get splatted by the bridge wall a few moments later. These traps cost exactly 3 mechanisms and 3 blocks a piece so you can afford to build them willy-nilly.

It is possible to provide caravan access, by making  a winding 3-wide corridor, with straight-through "shortcuts" which are actually the bridgewall traps.

If your military training is extremely good, such that your dwarves are multi-legendary, they can hold their own against the undead. But dwarves who can't block, parry and dodge out the walzo will just get curbstomped. Or even if their defences are pretty good, but they tire too fast, they'll get tired THEN curbstomped. In this version it's pretty unrealistic to expect dwarves to reach that level of combat-readiness before undead sieges can arrive, but if you start training at the start of the game, you should have enough for mopping up any the traps don't destroy.

To "claim" the surface basically means "wall it off". You can use deramped channels around most the map to create a safe area, with an entrance protected by bridgewall traps (keeping an open pathing route prevents enemies trying to climb). Securing the surface against undead with military might alone is pretty unrealistic - the unhappiness from fighting the dead alone is killer.

Legendary mace dwarfs still get pub stomped by undead and at best can take down 2-3 of them before dying. an army of 30 of them can take down a squad of full legendary.

They wont path into the fort, so the atom smasher will just sit there. I can't wall off the surface in it's entirety before they show up early in year 1, and once their on the surface their impossible to remove.
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I've decided to say "fuck it" and will just implode my fort.

“Ok, Neo ChosenUrist, before you is two levers. Pull the Kimberlite lever -- you wakeup in a random bed and have whatever thoughts you want to think. You pull the Bauxite lever -- you stay in the caverns and I show you how deep the adamantine hole goes.” - psalms

Panando

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Re: Big questions with new dealing with undead.
« Reply #5 on: July 19, 2014, 12:43:14 am »

You can use a trick to 'dechannel from below' - this wont help against undead fliers, of course...

But the trick is this. You get everyone underground and block off access to the surface. Then you dig upstairs below the ground where the channel will be, leaving only a floor on top. Once the upstairs are all dug out, you order the surface above the upstairs to be channeled. The miners physically cannot get outside, so what they do is stand "on top" of the upstairs and remove the floor above. Because there is already an upstairs in the tile, it cannot gain a ramp. Because no ramp is created, the miners still cannot get outside, nor can things get inside. In this way the miners are forced to create a 'deramped' channel and at no point can they leave safety.

Now I'm not sure how this will interact with climbing and being terrified.


With your legendary dwarves... well sorry but legendary mace dwarf is a bad example. A mace dwarf can't kill all sorts of thing, they just "tenderize" it for frigging hours which doesn't work when there are two more untenderized enemies wailing on the macedwarf. Hammers and axes are my staples, and maces are must-avoid (I know, I know, they normally work okay against goblins and things, but they are simply awful against larger targets and "squishy" targets and probably hard targets for that matter).

There is a big difference also between mere legendary and ultra-legendary. A mere legendary dwarf will get wounded and swiftly die, or pass out from exhaustion and die. But an ultra legendary dwarf crosses a kind of threshold where s/he becomes capable of blocking, parrying or dodging every single incoming attack and basically becomes invincible (as you know, armor is worthless against attacks which can shatter skulls or spines through armor, it's all about the block, parry dodge). Mere legendary dwarves are merely meh so what you need in any kind of challenging battle is the fuzzily defined 'ultra legendary', in a .34 game with huge undead sieges (of fortress defense II enemies no less) I had two ultra-legendaries and a squad of 10 lord-ish dwarves (say legendary fighters but mostly sub-legendary in other skills). The ultra legendaries went through the sieges unscathed while the squad of mere lords were slaughtered to the last dwarf.

In .34 ultra-legendaries were easily created with squad-of-two sparring, it's more challenging in .40 - squad of two is still the best, but slower gain of weapon skill reduces parrying rate. I tend to think it just takes about twice as long (about 4 years instead of 2), meaning you'd have to hole up for longer while they get their sparring on. I'm sure danger rooms would work too, but make sure to leave them in the danger room for a long time past legendary. You don't need many melee dwarves, they just have to be ludicrously high level.
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Melting Sky

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Re: Big questions with new dealing with undead.
« Reply #6 on: July 19, 2014, 02:50:40 am »

The undead are powerful now and should be given the utmost respect. Run of the mill zombies are more than a match for even a well equiped neophyte melee dwarf. Despite their strength, the undead are far from invincible but they now rank amongst some the most powerful being we can encounter. Legendary melee dwarves with good slashing weapons such as an axe or pick and in full high quality gear can take out standard zombies so long as they aren't badly outnumbered and being reanimated but generally you want to avoid going toe to toe with the dead before seriously softening them up with some weapons traps and or ranged fire.

Since the dead don't path to your fortress as directly as goblins you will have to bait them with animals into the areas you want to engage them. If you don't mind exploiting glitches then atom smashing is always an instant kill for just about any threat. If you don't want to go that route then crossbow dwarves and baited traps are your best friend.

Trap-covered, single-wide catwalks that lead across deep pits with a kitten at the center are good basic lure set ups you can place out on the surface where the dead tend to wander. Smooth the walls to the pit. Load the catwalk with cage traps and seriously well armed weapons traps. Metal spiked balls are good where reanimation is a problem and serrated disks are good if that isn't a threat, The zombies will path to the kitten through the traps. Some will dodge or get knocked into the pits were they will be further damaged. At the bottom of the collection pit you can prepare you choice of nasty disposal method from repeating spears to magma bath etc.

A good network of marksman towers placed strategically around the map with huge stock piles of ammo is also a very good idea. You want them linked together to your fort via safe underground tunnels. They will get a ton exp and soften the zombies.

Magma is now eventually fatal to the undead and dragon fire is extremely effective against them. A dragon bunker will lay waste to them.

I should add that undead giant animals are beyond dangerous and should never be approached by even legendary melee dwarves unless you greatly outnumber them. If you aren't careful a single giant animal zombie can be a fort ending threat. I came across a gigantic zombie tortoise with my first 2014 fort. Let's just say it was the last thing most of my dwarves saw before they died. Also I hear you can get elite weapon and armor wielding zombies now that are very dangerous.

The problem with all of these set ups is that you need to have them in place before the zombies have taken over the surface. Once they are there they will be incredibly hard to remove. You will basically have to bait them into the static defenses in your entrance way. Build multiple layers of defenses separated by drawbridges so if something goes wrong after you open the front door to start luring them in you can fall back and reseal the fortress.
« Last Edit: July 19, 2014, 04:57:52 am by Melting Sky »
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Symmetry

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Re: Big questions with new dealing with undead.
« Reply #7 on: July 19, 2014, 07:54:50 am »

The sparring training speed might be better in the next version, as the dwarves should use their weapons more.

I really just wanted to say that giving the undead respect now is very important.  Even undead skin in a butchers can be very dangerous to a reasonable starting axedwarf, partly due to them not using their weapons.  Undead hair doesn't seem so bad still but perhaps I got lucky.

In any case, being able to pulp things is a help but I think overall evil embarks with the curse of undeath are even harder in the new version.
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greycat

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Re: Big questions with new dealing with undead.
« Reply #8 on: July 19, 2014, 10:21:48 am »

You can use a trick to 'dechannel from below' - this wont help against undead fliers, of course...

But the trick is this. You get everyone underground and block off access to the surface. Then you dig upstairs below the ground where the channel will be, leaving only a floor on top. Once the upstairs are all dug out, you order the surface above the upstairs to be channeled. The miners physically cannot get outside, so what they do is stand "on top" of the upstairs and remove the floor above. Because there is already an upstairs in the tile, it cannot gain a ramp. Because no ramp is created, the miners still cannot get outside, nor can things get inside. In this way the miners are forced to create a 'deramped' channel and at no point can they leave safety.

If this trick merely creates a hole above unusable up-stairs, how does this help get the undead to walk into your fortress?  Does having the undead "see" your dwarves through the hole cause them to run a path-finding algorithm?
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Panando

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Re: Big questions with new dealing with undead.
« Reply #9 on: July 20, 2014, 04:43:27 am »

Since I like to test what I say, I started a game near a tower. I embarked with 6 military 1 carpenter/armorsmith and enough materials for steel armour all round.

Owing to the sheer borkedness of melee in this version, I did something I never do, and danger room trained my 6, who had become a fantastic five, because one of them was later found drowned in the middle of a pond. Later a talented macedwarf turned up so I turned them into six again.

Around the second year a siege of undead Minotaurossi turned up. I'm playing Fortress Defense II mod, and Minotaurossi are one of the challenge mode enemies, they are about 5x larger than dwarves and wield weapon and shield, they are trap immune and stuff, basically like the minotaur semi-megabeasts, except a civlization so they arrive as sieges. A single squad arrived.

I dutifully bumrushed the zombie minotaurossi with my fantastic six. After a prolonged battle, in which about half the minotarurossi were killed, all my dwarves were dead. It was a fairly typical failure mode - they passed out from exhaustion and were then killed. This is a fairly typical experience in Fortress Defense II, the sieges are simply so large that your elite dwarves eventually pass out.
Now the challenge mode enemies in FD II, are basically designed to give a player skilled with military, a serious challenge. That's alive, if anything should be able to wipe the floor with military dwarves, it is undead versions.

I suspect that if the dwarf weapon use weren't bugged, they would have thrased the undead minotaurossi, the problem is a fist fight with zombie minotaurossi can only end in one way, so only weapon blows from the dwarves count. If they only use their weapon say, 20% of the time, then the battles take 5 times longer to conclude, and the dwarves pass out from exhaustion. However stun-locking was also a problem, since 5 dwarves were fighting 20 enemies, the dwarves spent most their time stunned. That doesn't seem to affect block/parry/dodge, but it does prevent them dealing damage.

I save-scummed back to the start of the siege with intent to use strategy and examine the behaviour of the undead. First, my soldiers badly needed more danger room time, some of them were barely legendary weapon users. I de-equipped their shields to force them to use their weapons to parry and thus up their weapon skill faster.

The undead minotaurossi basically hanged out at the side of the map. After a while I opened a new passage to the surface (the starting wagon happened to be very near that map edge so the existing entrance was unsafe) and started cutting trees and gathering wood, in more-or-less perfect safety. Over the next few months the undead slowly 'defused', the leader (necromancer?), a living minotaurossi separated from the pack and tried to kill my dwarves so my dwarves killed him.
I used the trick of "staircase channels" to try and lure some of the undead underground into passages. Normally my dwarves would see the undead and flee, before the undead saw the dwarves. I did eventually manage to lure a few undead into a passage, where they were swiftly dispatched by the six. I also dug out some "staircase channels" with intent to partition the undead, with fairly limited success, but at least breaking up their mob further (I did confirm that the frightened dwarves did NOT try and climb out the channels to safety, instead they ran to safety along the actual safe route).

Finally after 2 or 3 months some of the pack of undead defused enough that a couple of them noticed my dwarves and attacked, so I rushed them with the six. 4-5 of the undead had already been killed in the passages, and another 3 had wandered off out of range of the pack, the remaining ones were partly partitioned by the deramped channels, so they only met the six in dribs and drabs. With the six ganging up on only 1 or 2 at a time, they swiftly mowed down the undead minotaurossi and the surface was safe once again.

Now I am aware that undead sieges come in pretty different forms, this was a new one for me. It was atypical of being a small siege, of extremely buff enemies. I'm more used to huge swarms of all sorts of things. But those swarms have always been hell-bent on getting into my fortress.

Essentially though, if a small group of elite dwarves could beat down undead minotaurossi, they should be able to beat anything in vanilla. The two keys to success are then:
1) Attaining ultra-legendary skills so that the dwarves gain total immunity to damage through the use of block, parry and dodge. This immunity only lasts as long as the dwarf doesn't pass out from exhaustion, leading to the second point:
2) Divide and conquer. If battles last too long, dwarves will pass out. This requires partitioning the map, or just letting the undead defuse over time.

One of the good things is that time is on your side, if the enemies don't path into your traps, then you can spend as much time preparing as you like.

The other thing, is that since the undead don't move, and only slowly 'defuse', the interior of the map remains pretty safe for harvesting resources.

The only problem, is that this required outright abuse of danger rooms. I use the danger room barracks (to also get experience from drills and sparring) and had a dwarf on permanent lever pulling duty. Normally I consider danger rooms distasteful at best, but given how broken melee is in this version, I consider them acceptable.
« Last Edit: July 20, 2014, 05:09:59 am by Panando »
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Melting Sky

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Re: Big questions with new dealing with undead.
« Reply #10 on: July 20, 2014, 08:39:55 pm »

I definately think that once melee is fixed and dwarves start to actually use their weapons, killing the undead will still be difficult but not nearly as one sided as it is now.

I am impressed with the guy who took out the zombie minotaurs with malfunctioning melee dwarves. I have dealt with normal zombies with success but larger sized undead are truly dangerous foes. I had a horrific run in with a zombie gigantic tortoise.

My limited experience suggests undead sieges appear to have been reworked in this version. You get much more powerful undead but in far smaller numbers. I have yet to even here of a single 2012 style 100+ zombie siege in the new version.

Has anybody seen a big 100+ zombie siege?
« Last Edit: July 20, 2014, 08:46:47 pm by Melting Sky »
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Agent_Irons

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Re: Big questions with new dealing with undead.
« Reply #11 on: July 21, 2014, 10:56:20 am »

There was one guy who had zombies filing into his fortress continuously until he had over a thousand. That was a bug, though, I'm pretty sure.
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Melting Sky

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Re: Big questions with new dealing with undead.
« Reply #12 on: July 21, 2014, 10:58:07 am »

There was one guy who had zombies filing into his fortress continuously until he had over a thousand. That was a bug, though, I'm pretty sure.

 :o  Holy crap!
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greycat

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Re: Big questions with new dealing with undead.
« Reply #13 on: July 21, 2014, 11:50:57 am »

I definately think that once melee is fixed and dwarves start to actually use their weapons, killing the undead will still be difficult but not nearly as one sided as it is now.

It's... half fixed in 0.40.04.  Now they use their weapons in real combat, but they don't train their weapons in sparring. :(  So, I guess you could danger-room or shaft-of-enlightenment them to make them gain weapon skill, then let them spar to gain all the other skills.
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Babylon

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Re: Big questions with new dealing with undead.
« Reply #14 on: July 22, 2014, 01:52:12 am »

In .34 vampires were very useful against undead because they do not get attacked and can take on the zombies one at a time
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