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Author Topic: Orc Cancels Siege: Too Cold  (Read 1971 times)

Hamster Man

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Orc Cancels Siege: Too Cold
« on: September 04, 2009, 06:33:02 pm »

So I've been generating world after world in an attempt to spawn a nice site that's cold, has magma, underground water, etc. etc. in a 4x4 or smaller space. Rather than wait for one at random, I set it up the gen so there's a ton of volcanoes and the temperature max is 25.

Anyways, I'm running with both temperature and weather on when I get my first siege (running the Dig Deeper mod, so its orcs in steel armor). Naturally, I button up and hunker down... when I notice one of the orcs had died. Odd.

On my previous looks I hadn't noticed any wildlife, so I think "hmm, might be a giant cave spider!" So I zoom around excited, but no, they're just lying there dead. Huh. I point to one of the orcs and check for injuries, and surprisingly, their arms are all brown or yellow.

Did I mention the max temperature is 25? The orcs are freaking dying of frostbite!! I LOVE THIS GAME


(Editted for spelling)
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

IHateOutside

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Re: Orc Cancels Siege: Too Cold
« Reply #1 on: September 04, 2009, 06:35:48 pm »

I set the min temperature as 1000 once. I embarked and the whole embark was on fire. The brook evaporated in seconds. The most disturbing thing was my dwarves were only wearing caps and boots.
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Hamster Man

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Re: Orc Cancels Siege: Too Cold
« Reply #2 on: September 04, 2009, 06:53:22 pm »

Well the entire reason I was trying to get an underground water source and magma on a frozen map was so I could try building a flash-freeze trap: lure them into a room, flood it, then shut off the magma-flow underneath.

Orc-cicles.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

Zironic

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Re: Orc Cancels Siege: Too Cold
« Reply #3 on: September 04, 2009, 07:34:45 pm »

I once set the degrees to an impossible number - using the params load via a text file. I set the dwarves to survive the heat. It was a land of fire. I had an aquifer- so I used the heat to puncture it. Then I realized I would have to have my dwarfs, underground, forever. And that all my plump helmet seeds had evaporated.
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Hamster Man

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Re: Orc Cancels Siege: Too Cold
« Reply #4 on: September 04, 2009, 10:15:14 pm »

Unfortunately, it only kills the orc wrestlers (who are butt naked) and cripples the bow-orcs (who have their arms exposed). The melee-type orcs seemed to be unaffected. Still, I think I can use this, especially if I combine it with the flash-freeze trap.
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So there's that, as well. It looks like the only chronic problems that water can't cure are nausea and cave spider bites.
Which, coincidentally enough, can be cured by magma.

Neruz

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Re: Orc Cancels Siege: Too Cold
« Reply #5 on: September 04, 2009, 11:08:56 pm »

Clothes protect from cold to a degree.

I set the min temperature as 1000 once. I embarked and the whole embark was on fire. The brook evaporated in seconds. The most disturbing thing was my dwarves were only wearing caps and boots.

There's somone with a map where the biome that covers the north half of the map is like this; so the north half of his map is eternally on fire.

Draco18s

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Re: Orc Cancels Siege: Too Cold
« Reply #6 on: September 05, 2009, 12:42:22 am »

If you do the over-heat right, (above the vaporization point of iron/steel) then your dwarves die in "iron mist."  It's kinda funny.
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Shad0wyone

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Re: Orc Cancels Siege: Too Cold
« Reply #7 on: September 07, 2009, 12:12:19 am »

If you do the over-heat right, (above the vaporization point of iron/steel) then your dwarves die in "iron mist."  It's kinda funny.

Hmm, we need to get that metal mist into a container, and inject it into our dwarves, it's a dwarven Wolverine!
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CobaltKobold

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Re: Orc Cancels Siege: Too Cold
« Reply #8 on: September 07, 2009, 01:53:51 am »

And that all my plump helmet seeds had evaporated.
Always fun to see food boil. Except fire imp fat. That's more...Fun.
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penguinofhonor

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Re: Orc Cancels Siege: Too Cold
« Reply #9 on: September 07, 2009, 01:16:56 pm »

Someone needs to make a map where you have Spring to go underground and then everything immediately catches on fire. I'd love that challenge.
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IHateOutside

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Re: Orc Cancels Siege: Too Cold
« Reply #10 on: September 07, 2009, 01:24:39 pm »

IHateOutside has begun a mysterious spree of map generation!
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penguinofhonor

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Re: Orc Cancels Siege: Too Cold
« Reply #11 on: September 07, 2009, 01:29:38 pm »

IHateOutside has begun a mysterious spree of map generation!

It fits your name quite well.
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IHateOutside

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Re: Orc Cancels Siege: Too Cold
« Reply #12 on: September 07, 2009, 01:34:44 pm »

set min/max temperature to 500 on world gen parameters and found somewhere 'scorching' temperature (and haunted). Just got to play untill summer.
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