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Author Topic: Terrifying Embark  (Read 3125 times)

NewSheoth

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Re: Terrifying Embark
« Reply #15 on: November 07, 2010, 03:37:32 pm »

Warhammers are good vs skeletal. You can also just send them in with sheilds and possibly hold them off...

Where should I upload a region, I have a good 90% terrifying/sinister region the sinister areas spawn lots of trolls/cyclops/harpies.  Goblins are the largest race controlling 85% of the map. High volcanoism and surface is only 10z from caves in most areas.

That's... quite an awesome challengeworld. Upload it in the Worldgen Cookbook in this very forum section.
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" It... it's finally over. Oh Armok it was like the end of days in some kind of gristly death bathtub of untold horror and wow that is a nice waterfall."
Embarked on a haunted volcano. I am currently terrorized by skeletal alligators.

Satlan_Leng

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Re: Terrifying Embark
« Reply #16 on: November 07, 2010, 05:53:27 pm »

Warhammers are good vs skeletal. You can also just send them in with sheilds and possibly hold them off...

Will upload in a moment. The problem isn't so much "I can't figure out how to kill them" So much as" You load map, un pause and have about 3min or so before something wanders too close" Last time i looked i didn't have the option to bring shields or hammers, just axes.
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kilakan

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Re: Terrifying Embark
« Reply #17 on: November 07, 2010, 05:55:50 pm »

Warhammers are good vs skeletal. You can also just send them in with sheilds and possibly hold them off...

Will upload in a moment. The problem isn't so much "I can't figure out how to kill them" So much as" You load map, un pause and have about 3min or so before something wanders too close" Last time i looked i didn't have the option to bring shields or hammers, just axes.
wall off from the outside, bring enough metal and coal to make a full set of armor along with weapon and shield, and attempt to solo dwarf it.
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Nom nom nom

Satlan_Leng

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Re: Terrifying Embark
« Reply #18 on: November 07, 2010, 06:28:49 pm »

Ok here is the file and a screen shot of the location.



http://dffd.wimbli.com/file.php?id=3373

Should reclaim not take you to the location, as long as the default load spot is the same using the region map as a counter it is Down 50 Left 22 to the location.
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Satlan_Leng

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Re: Terrifying Embark
« Reply #19 on: November 08, 2010, 12:40:31 am »

Did a few more runs on it today. Only 3 due to time. Dwarves don't even have time to get into the burrow 5 tiles away. I wanted to try out skilled shield users/fighters due to the testing done in another thread about skeletal horses. Maybe i need to chain embark till i get a random placement of the baddies and can get the dwarves underground and a hatch on the top. Then have them dash out and grab things into stock piles to make some shields.
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WrathNail

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Re: Terrifying Embark
« Reply #20 on: November 08, 2010, 06:08:48 am »

Hey, wanna hear the most annoying sound in the world..?

*mimmicks Skeletal Mandrill cry*

Seriously, you do not know annoyance until you encounter these guys. Think Rhesus Macaques on crack. They spawn on the map edge in packs of 6 or 7, then make a bee-line towards your stockpiles. Being Skeletal makes them even faster than normal mandrills AND gives them the NO_FEAR tag, so guard dogs don't scare them off. Worse, the males are strong enough to kill war dogs one-on-one. Your only way of protection is a wall with a stone door since.. oh yeah, they're lvl 1 building destroyers so wood doesn't work.

And you better hope that when all have stolen an item and carried it off the map, a new group won't spawn again immediately after.

On the plus side, unskilled dwarves can punch them to death with ease, so if they decide to attack instead of steal your stuff, they won't pose much of a thread.
« Last Edit: November 08, 2010, 06:12:42 am by WrathNail »
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And we, build up castles
in the sky and in the sand.
Design our own world
ain't nobody understand.

Psieye

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Re: Terrifying Embark
« Reply #21 on: November 10, 2010, 09:54:25 am »

I guess skeletons are much worse than zombies... The zombie warthogs are only mildly dangerous to my fort.
Oh yes, in 40d skeletons were way more badass than zombies and it seems that fact hasn't changed in DF2010.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

nordak

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Re: Terrifying Embark
« Reply #22 on: November 10, 2010, 06:09:15 pm »

Warhammers are good vs skeletal. You can also just send them in with sheilds and possibly hold them off...

Will upload in a moment. The problem isn't so much "I can't figure out how to kill them" So much as" You load map, un pause and have about 3min or so before something wanders too close" Last time i looked i didn't have the option to bring shields or hammers, just axes.

Since no one has mentioned it, Hit "n" in the items part of pre-embark to add Items not on the list. Then search through as you would when adding a job to manager list. Shields will be there if they're not foreign.
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

Satlan_Leng

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Re: Terrifying Embark
« Reply #23 on: November 11, 2010, 01:27:39 am »

Warhammers are good vs skeletal. You can also just send them in with sheilds and possibly hold them off...

Will upload in a moment. The problem isn't so much "I can't figure out how to kill them" So much as" You load map, un pause and have about 3min or so before something wanders too close" Last time i looked i didn't have the option to bring shields or hammers, just axes.

Since no one has mentioned it, Hit "n" in the items part of pre-embark to add Items not on the list. Then search through as you would when adding a job to manager list. Shields will be there if they're not foreign.

This is good to know, how did I miss that? I'm not sure how well it will do 7 vs 10, then shortly after 20, then who knows what else.
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