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Author Topic: Haunted/Sinister/Terrifying  (Read 13469 times)

PotatoMuncher

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Haunted/Sinister/Terrifying
« on: May 16, 2010, 05:07:19 pm »

I have been wondering, what are the differences between all of the different evil surroundings? I want to make a challenging fortress, in an evil surrounding.
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GaxkangtheUnbound

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Re: Haunted/Sinister/Terrifying
« Reply #1 on: May 16, 2010, 05:11:51 pm »

Sinister is a more benign area. Less creatures.
Haunted is equal to neutral wilderness, except with evil crap.
Terrifying has stuff like skeletal giant eagles.
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PotatoMuncher

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Re: Haunted/Sinister/Terrifying
« Reply #2 on: May 16, 2010, 05:13:30 pm »

Thanks. Also, are skeletal giant eagles able to fly?
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GaxkangtheUnbound

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Re: Haunted/Sinister/Terrifying
« Reply #3 on: May 16, 2010, 05:16:23 pm »

Thanks. Also, are skeletal giant eagles able to fly?
Indeed. Prepare to evacuate in case of giant eagles.
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Safe-Keeper

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Re: Haunted/Sinister/Terrifying
« Reply #4 on: May 16, 2010, 05:20:36 pm »

Wiki to the rescue!  ;)

The flavour wording is a combination of two factors, how "good/evil" the fauna and flora is, and how hostile it is.
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PotatoMuncher

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Re: Haunted/Sinister/Terrifying
« Reply #5 on: May 16, 2010, 05:24:08 pm »

Lol. Don't you just love dwarf physics (flying skeletons)? I might go for terrifying, or maybe haunted. My terrifying areas are temperate, and my haunted areas are temperate/warm.

Also, thanks for the wiki page. I couldn't find a 2010 wiki page, so I didn't bother the 40d pages.
« Last Edit: May 16, 2010, 05:27:28 pm by PotatoMuncher »
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I think we found the only thing stupider than a dwarf.
Ladies and Gentlemen; Wagons can run shit over.

Kazang

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Re: Haunted/Sinister/Terrifying
« Reply #6 on: May 16, 2010, 07:20:17 pm »

Well the fact that it's a fucking undead skeletal eagle and it laughs in the face of biology may have something to do with that, so I would also think things like gravity are low priority on the to-do list of the undead.
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UnrealJake

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Re: Haunted/Sinister/Terrifying
« Reply #7 on: May 16, 2010, 07:23:16 pm »

Skeletons don't abide by the rules of the universe, they will just fuck you up

Edit: Put she for some reason instead of they...
« Last Edit: May 16, 2010, 08:21:15 pm by UnrealJake »
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blackmagechill

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Re: Haunted/Sinister/Terrifying
« Reply #8 on: May 16, 2010, 08:06:35 pm »

I would start in sinister. Few zombies, good for cage traps and to have to eat goblins.  :P
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Beeskee

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Re: Haunted/Sinister/Terrifying
« Reply #9 on: May 16, 2010, 08:32:15 pm »

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DarthCloakedDwarf

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Re: Haunted/Sinister/Terrifying
« Reply #10 on: May 16, 2010, 10:41:38 pm »

Sinister is a more benign area. Less creatures.
Haunted is equal to neutral wilderness, except with evil crap carp.
Terrifying has stuff like skeletal giant eagles.
Fixed.
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PotatoMuncher

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Re: Haunted/Sinister/Terrifying
« Reply #11 on: May 17, 2010, 12:01:42 am »

Thanks for all the help. I decided to embark in a Terrifying temperate woodland. I am currently building a roof over my outside portion of my fortress. Skeletal buzzards are really annoying. I also get skeletal Alligators. But I can't put their corpses into a refuse pile.
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I think we found the only thing stupider than a dwarf.
Ladies and Gentlemen; Wagons can run shit over.

alexwazer

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Re: Haunted/Sinister/Terrifying
« Reply #12 on: May 17, 2010, 12:53:11 am »

Thanks for all the help. I decided to embark in a Terrifying temperate woodland. I am currently building a roof over my outside portion of my fortress. Skeletal buzzards are really annoying. I also get skeletal Alligators. But I can't put their corpses into a refuse pile.

Make sure outdoor refuse hauling is enabled ('o', 'r' and 'o' to enable/disable) and that the corpse are not forbidden (if you changed the default 'F'orbid orders, they might be forbidden after death).
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Werdna

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Re: Haunted/Sinister/Terrifying
« Reply #13 on: May 17, 2010, 10:07:43 am »

Thanks for all the help. I decided to embark in a Terrifying temperate woodland. I am currently building a roof over my outside portion of my fortress. Skeletal buzzards are really annoying. I also get skeletal Alligators. But I can't put their corpses into a refuse pile.

Its Autumn of the first year in my Terrifying embark.  The 'deceased' screen is about three pages long of skeletal groundhogs, black crows, buzzards, and giraffes (which ambushed and killed my brewer/cook, my one casualty).  I had to carve a moat next to the brook and just finished building a roofed pillbox in the center, just large enough to fit stairs and a depot.  The waves of skeletons came so frequently that by the time I was done wrestling one group of critters into submission, the next group would appear at the edge of the map.  Before I finished the roof, the only work I could get done was in between waves until the next wave of critters 'discovered' us.  The fort interior is packed with bird bone refuse, which I'm converting to armor (bone carver in my first migrant wave!) to prepare for the possibility of rescuing my first caravan from those bastard giraffes.  We nearly starved from being so behind on farming (all underground), but with the roof finished I think we're out of the woods now.

PotatoM, be careful with enabling outdoor refuse hauling, if you have any cats it will send dwarves scurrying after lizard remains in the damnedest places and make them easy prey for the larger skeletal stuff.  I forget the setting, but what I do is auto-forbid all corpses on death, and then manually unforbid the ones (d-b-c for mass-reclaim) that I want them to haul.  (Auto-forbid corpses is a great way to manage civvies from running into combat to drag away buddies or refuse; but it can lead to dwarves rotting if you forget to reclaim them).
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backflip

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Re: Haunted/Sinister/Terrifying
« Reply #14 on: May 17, 2010, 12:11:52 pm »

Skeletons hate your physics and biology.  That's why they are pissed off all the time.
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