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Author Topic: Starting a new 40.19 fortress on an evil land (retired)  (Read 2299 times)

utunnels

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Re: Starting a new 40.19 fortress on an evil land
« Reply #15 on: December 23, 2014, 07:51:25 pm »

Well this haunted land is more annoying than evil.

I have heard of zombie hairs though, but haven't run into one myself.
Yeah, I saw hair zombie before. When I embarked on a raising biome, a horse hair zombie stood from the butchery...
It was ridiculous to see my miner cropped its head off (didn't expect it even had a neck).

Maces are better against undead because they pulp more often, and I have had hair monsters (they are terrible, they terrify all your dwarves and some parts will make hair zombies too small to be hit so they're effectively invincible)

I had 2 maces (I'll check the Therapist to see if there are some macedwarf) and I bought one from the caravan.
Guess I won't need them much since I'm literally turtling underground...
« Last Edit: December 23, 2014, 07:54:50 pm by utunnels »
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Niddhoger

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Re: Starting a new 40.19 fortress on an evil land
« Reply #16 on: December 23, 2014, 07:55:51 pm »

Doh, undead do ignore organ damage.  I've been using warhammers, but I suppose I should at least try switching to maces to see if that works faster.
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utunnels

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Re: Starting a new 40.19 fortress on an evil land
« Reply #17 on: December 23, 2014, 09:51:02 pm »

This seems to be a bug.
I checked the stock menu, the maces were already gone.

I assume the military interface mistook those items from the caravan for our own.
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

utunnels

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Re: Starting a new 40.19 fortress on an evil land
« Reply #18 on: December 24, 2014, 10:23:34 am »

Well next year the caravan was caught in the rain again and they dropped some goods.
My dorfs immediately started to bring them to stockpile so I forbid them all.
Well maybe DF should add an option: don't do outdoor jobs in bad weathers

« Last Edit: December 24, 2014, 10:35:40 am by utunnels »
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Ancalagon_TB

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Re: Starting a new 40.19 fortress on an evil land
« Reply #19 on: December 24, 2014, 12:57:23 pm »

So, in this seed, California is evil eh?
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utunnels

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Re: Starting a new 40.19 fortress on an evil land
« Reply #20 on: December 24, 2014, 08:31:47 pm »

Yeah.

It seems this map is quite boring. No dangerous animals and the ooze rain is more annoying than dangerous. I dugged into the caverns and found no interesting creatures...maybe I should try anohter place.

BTW, massive tunnels for caravans:
Spoiler (click to show/hide)
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Loyal

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Re: Starting a new 40.19 fortress on an evil land
« Reply #21 on: December 24, 2014, 09:25:49 pm »

IIRC, an evil Biome can have bad weather or evil fogs or restless dead, but cannot have more than one of them. You got blistering rain, so you should be "safe".
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utunnels

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Re: Starting a new 40.19 fortress on an evil land
« Reply #22 on: December 24, 2014, 09:32:35 pm »

Good to know.
Next time I'll try something more fun.
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!
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