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Author Topic: Terrifying Embark  (Read 3131 times)

Satlan_Leng

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Terrifying Embark
« on: November 06, 2010, 11:04:35 pm »

So i just tried one out after my last fortress died to file corruption. I start off and i can see some skeletal warthogs on the edge of the map. I dig right down under the wagon to start to safety but its not fast enough. The warthogs came right for me, and brought a ton of other things. I did a unit look, 187 skeletal beasts on the map, and not small ones. elephants, warthogs, tigermen, stingrays, carp ect. Undead Skeletal fish can walk on land too! This is only a 3x3 map.

After 4 more embarks on the site I almost have a wall up around the main shaft. The beast take no time to wander over like most animals, they path like a goblin invasion.
« Last Edit: November 07, 2010, 12:03:41 am by Satlan_Leng »
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FuzzyZergling

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Re: terrifying embark
« Reply #1 on: November 06, 2010, 11:08:30 pm »

If you use get weapon skills up and splurge on good weapons pre-embark, you should do a little better.
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Satlan_Leng

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Re: terrifying embark
« Reply #2 on: November 06, 2010, 11:21:18 pm »

I tried it abit with the latest attempt on the site. Shifted points around to get 2 axedwarves and a little pack of wardogs. They managed to kill the first skeletal elephant that reached them, the other 8 mopped the floor with them in seconds. That is the biggest problem. Its not 1 wandering skeletal thing of doom. They are moving in packs/squads of 6-8.

Maybe next go i will try and make some hammers real quick. I worry that by the time the axes are melted down, then reforged into hammers and stockpiled the wagon will be surrounded already.

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FuzzyZergling

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Re: terrifying embark
« Reply #3 on: November 06, 2010, 11:35:58 pm »

Just make sure not to leave any wooden buildings laying around, use stone.

You might be able to wall off the initial wagon site by enabling mason on all idle dwarves, then having a single stone door.

Also, I would not recommend blunt weapons against skeletons, and crossbows are right out.
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Satlan_Leng

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Re: terrifying embark
« Reply #4 on: November 06, 2010, 11:43:50 pm »



Also, I would not recommend blunt weapons against skeletons, and crossbows are right out.

Really now? Crossbows i under stand but wouldn't a hammer be best to smashing up a living skeleton? I think i'm dead set on settling this place now, its just too crazy. By the time the last dwarf dies the ground is crawling with undead things. The river is a insane death trap. A fisher dwarf(here after this place will most likely never be fished) went to the river and promptly came running back being chased by about 30 dead fish. This leading them all right to the other dwarfs busy trying to not die a horrible death.
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Yoink

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Re: terrifying embark
« Reply #5 on: November 06, 2010, 11:46:07 pm »

Wow... I'm on a terrifying embark, and I only get zombie warthogs, with a few giant tigers or leopards...
They're just a nuisance, occasionally attacking my dwarves or their animals. None of this massive invasion business! :P
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Booze is Life for Yoink

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Satlan_Leng

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Re: terrifying embark
« Reply #6 on: November 06, 2010, 11:54:47 pm »

Wow... I'm on a terrifying embark, and I only get zombie warthogs, with a few giant tigers or leopards...
They're just a nuisance, occasionally attacking my dwarves or their animals. None of this massive invasion business! :P

The very first embark was just skeletal warthogs that did me in. A group of about 5-6. I could have handled it better, or done better finishing the wall. I thought they would wander in their own little area not come walking across the map. The second and third time taught me to turn not bring a fisherdwarf else the river of doom attacks. Fourth time was the when i went ok, time to embark with a fighting force. The game seemed to go orly. The map loaded and to my south i had about 8 skeletal elephants with one very close. To the north the warthogs, they always seem to be in the north. Then 3 skeletal tigermen to the east. The river of doom is all down the west side of the map.

Looking more on the wiki before i head to bed i now see skeletons have a HP system in place of what the other creatures in the game use. Maybe i will just have to keep embarking untill the wall is done and use marksdwarfs to plunk away at them. Might not be effective, but its safe and better then letting them just hang out.
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Yoink

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Re: Terrifying Embark
« Reply #7 on: November 07, 2010, 12:33:40 am »

I guess skeletons are much worse than zombies... The zombie warthogs are only mildly dangerous to my fort.
The zombie tigermen, giant cheetahs etcetera aren't that bad either...
But I think I'm running out of space for all the bodies:
Spoiler (click to show/hide)
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Rinkanu

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Re: Terrifying Embark
« Reply #8 on: November 07, 2010, 07:24:00 am »

that site looks incredibly fun ! would you be so kind to upload the region somewhere with maybe some rough directions where the exact embark is? =p
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ISGC

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Re: Terrifying Embark
« Reply #9 on: November 07, 2010, 08:59:23 am »

I wish a terrifying embark had creatures that could be slaughtered for food :(
that's why I usually do sinister embarks, because ogres and wolves are more useful.
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Zidane

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Re: Terrifying Embark
« Reply #10 on: November 07, 2010, 02:37:56 pm »

I'm to much of a puss to embark on a normal sinister or terrifying map, I need a volcano.
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Shrugging Khan

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Re: Terrifying Embark
« Reply #11 on: November 07, 2010, 02:48:03 pm »

Terrifying rules!

But you really shouldn't make the mistake of prioritising *anything* over defence.
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Rex_Nex

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Re: Terrifying Embark
« Reply #12 on: November 07, 2010, 03:18:07 pm »

Except booze.
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NewSheoth

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Re: Terrifying Embark
« Reply #13 on: November 07, 2010, 03:23:43 pm »

Well, the map I'm on right now is haunted, so no hordes of undead creatures for me. But there're quite a few permanent residents. I managed to place the fortress where they don't go, though, and they don't bother me.
I believe stuff is much worse in sinister/terrifying, though. Gotta try it next time, just for the challenge.
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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.

nordak

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Re: Terrifying Embark
« Reply #14 on: November 07, 2010, 03:33:26 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.
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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."
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