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Author Topic: Starting DIRECTLY next to a magma pipe.  (Read 1304 times)

Malsqueek

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Starting DIRECTLY next to a magma pipe.
« on: August 14, 2009, 08:02:48 pm »

I strongly recommend immediately moving everything elsewhere and breaking down your wagon.

Otherwise, after 2 seasons, when you have your starting rooms all carved out and working, and you forgot to make a meeting hall out of your real dining room, and you remove the starter tables, your entire compound doesn't empty out in a stream of dwarves in a hurry to go get lit on fire by Imps, so they can hang out next to the wagon...

Winning is fun! (oh, wait...)
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Bricks

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #1 on: August 14, 2009, 08:09:52 pm »

One of my first few failures was right next to a pipe opening in the middle of a prairie.  This seemed pretty cool.

It stopped being cool relatively quickly.  Damn imps.
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Malsqueek

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #2 on: August 14, 2009, 08:17:11 pm »

Funny thing is: this is one of the first horrible badnesses that I've actually recovered from.

Apparently losing all but 2 of your dwarves is a huge attraction! I have to lock my gates until the migrants starve every season now... (not ready for the dwarven economy yet)
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dragon0421

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #3 on: August 14, 2009, 08:19:38 pm »

I once started a fort on top of a magma pipe. I set cage traps to capture the fire imps. Wooden cages. Now surprisingly this isn't a problem, until a fire snake sets them free in the middle of your stockpile.
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Hectonkhyres

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #4 on: August 14, 2009, 08:55:43 pm »

Apparently losing all but 2 of your dwarves is a huge attraction! I have to lock my gates until the migrants starve every season now... (not ready for the dwarven economy yet)
How the hell do you starve migrants? I always have a problem with the bastards surviving quite handily on all the vermin buzzing around. Apparently my dwarves all thing they are Ozzie Ozborn: The first thing they have to do in the morning is go bite the head off the nearest bat.
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Malsqueek

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #5 on: August 14, 2009, 10:57:04 pm »

Apparently losing all but 2 of your dwarves is a huge attraction! I have to lock my gates until the migrants starve every season now... (not ready for the dwarven economy yet)
How the hell do you starve migrants? I always have a problem with the bastards surviving quite handily on all the vermin buzzing around. Apparently my dwarves all thing they are Ozzie Ozborn: The first thing they have to do in the morning is go bite the head off the nearest bat.

I do an "airlock" setup at my front gate with two drawbridges, and my trade depot in between. While the traders are in, outer gate is up, inner gate goes up when the outer gate opens.

If there is nothing (I think "meeting hall" areas) for the migrants to path "to", they will stand at the edge of the screen as non-members of your civilization until they die of starvation.

Or at least, that is what they ahve been doing for me this time around...
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ChairmanPoo

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #6 on: August 15, 2009, 05:15:24 am »

Starting next to a magma pipe wouldnt be nearly as bad if dwarves and dogs didnt try to wrestle the imps INTO the magma.

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Hellcar

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #7 on: August 15, 2009, 05:23:55 am »

Once I embarked on a magma pipe area with an aquifier and was tunneling thorugh the obsidian layers to avoid dealing with the aquifier directly when I got messages about dogs dying from the heat. I thought they'd somehow died from the warm stones in the tunnel. Turns out they were jumping into the magma to fight the imps. The imps didn't even come to the surface.
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ChairmanPoo

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #8 on: August 15, 2009, 05:28:37 am »

yeah, that's what I mean.

Dogs are not the only ones. Your soldiers will do that too.

I dont care about that too much nowadays because I dont add any skills to my dwarves, and instead bring a lot of spare war dogs.

That way even in the worst scenarios of being raided by undead muskoxes, I keep enough dogs to breed a canine army. (To avoid dogsplsions, I keep the unused puppies in a cage, and only release them as I begin needing more dogs to guard people)
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Wolfius

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #9 on: August 15, 2009, 05:35:14 am »

(not ready for the dwarven economy yet)

Don't forget you can disable the economy via the init.txt file, until such time as you're ready to deal with it.
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Eidalac

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #10 on: August 15, 2009, 08:00:16 am »

I didn't start all that close to my magma pipe, but after a Fun time when an imp came up and fought some oxen and lit 2/3 of the map on fire, I opted to divert the river into the vent to cap it.  Then I channeled around it to keep the fire snakes away from grass.

Screw you fire imps.
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is he okay?
In the traditional sense of the word?  No, he's been dissolved in magma.

Grendus

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #11 on: August 15, 2009, 09:43:50 am »

(To avoid dogsplsions, I keep the unused puppies in a cage, and only release them as I begin needing more dogs to guard people)

Bah, you're wasting perfectly good meat, fat, bone, and leather by not letting them breed. Cats adopt dwarves, making them dangerous for the catsplosions. Dogs are adopted or assigned, if you have too many you can always set up an extra butcher's shop or three and mass butcher the little runts.

Edit: caging the pups though is good, they're worthless unless you're on the dark dwarves mod (beak dog pups make tons of chunks).
« Last Edit: August 15, 2009, 09:45:39 am by Grendus »
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

HammerDave

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #12 on: August 15, 2009, 12:05:13 pm »

My very first pipe had surface exposure, and at that time I had not read anything about fire imps.

My hunter decided that a fire imp would make a good target, and got toasted.  So I designated a graveyard, and the rest of the party gets toasted attempting to retrieve the bodies.  Except for one poor insane fellow who I let run around naked for a while...
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Lord Dakoth

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #13 on: August 15, 2009, 10:56:28 pm »

Ha, try embarking near a TERRIFYING volcano. Then you get ZOMBIE fire imps! That is Fun with a capital "F," my friend.
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ChairmanPoo

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Re: Starting DIRECTLY next to a magma pipe.
« Reply #14 on: August 16, 2009, 12:55:18 am »

actually the only problem with zombie fire imps is if you are using grates instead of fortifications.

Otherwise they are slower than regular, so easier to control.
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Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.
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