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Author Topic: Creature lairs = new player homes?  (Read 4374 times)

Stormrage

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Re: Creature lairs = new player homes?
« Reply #15 on: November 13, 2010, 12:36:52 pm »

I don't understand the big deal about bogeymen. The biggest trouble I faced, is 20-30 goblin patrols, when you're a legendary hero with 19 companions setting out of a castle to defeat a glacier titan in the far far northern glaciers, a 20 tiles after you set out of the castle, they ambush you and kill 15 companions and cripple to uselessness the other 4 while you have to kill around 80% of the goblins yourself. And Armok forbid you sleep in the wilderness, with a full squad of supposedly trained soldiers! They kill 10 of the companions before you've got enough turns to stand up and let the stun go away.
And after like 40 ambushes, it seems that the invisible Dark Fortress (reason is known) has an infinite supply of goblins, and so is the general's castle, the human/goblin soldiers never end and they are just created from thin air when you enter the castle/interact with them.

And the creature lairs are about the safest place to be when you're far away from civilization.
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Biopass

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Re: Creature lairs = new player homes?
« Reply #16 on: November 13, 2010, 12:55:37 pm »

I thought that item scatter only happened upon abandoning a fortress. I could be wrong, I'll experiment with it later. I do know, however, that in lairs I cleared and didn't loot throughly, nothing seemed to have moved if I slept in them at a later point in time.
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Mel_Vixen

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Re: Creature lairs = new player homes?
« Reply #17 on: November 13, 2010, 06:39:41 pm »

I think the "lairs" work now under a "player created side"-framework that prohibits scattering toady mentioned something along that lines in the FotF thread. 
« Last Edit: November 13, 2010, 06:41:24 pm by Heph »
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breadbocks

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Re: Creature lairs = new player homes?
« Reply #18 on: November 13, 2010, 07:12:02 pm »

I don't understand the big deal about bogeymen. The biggest trouble I faced, is 20-30 goblin patrols, when you're a legendary hero with 19 companions setting out of a castle to defeat a glacier titan in the far far northern glaciers, a 20 tiles after you set out of the castle, they ambush you and kill 15 companions and cripple to uselessness the other 4 while you have to kill around 80% of the goblins yourself. And Armok forbid you sleep in the wilderness, with a full squad of supposedly trained soldiers! They kill 10 of the companions before you've got enough turns to stand up and let the stun go away.
And after like 40 ambushes, it seems that the invisible Dark Fortress (reason is known) has an infinite supply of goblins, and so is the general's castle, the human/goblin soldiers never end and they are just created from thin air when you enter the castle/interact with them.

And the creature lairs are about the safest place to be when you're far away from civilization.
Boogeymen attack at night. In packs. At loners.

Put that all together, and you get a fresh adventurer getting gangbanged whenever he fast travels at night.
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Willfor

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Re: Creature lairs = new player homes?
« Reply #19 on: November 13, 2010, 09:36:34 pm »

Man, I sure wish Toady put a bunch of people saying "don't travel alone at night or the bogeymen will get you" in the game. :x
« Last Edit: November 14, 2010, 01:02:29 am by Willfor »
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Kaelem Gaen

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Re: Creature lairs = new player homes?
« Reply #20 on: November 14, 2010, 08:26:05 am »

Nicely done poster above me.   Do they lairs get bigger as the creatures get bigger? cause It'd be a good moving plan, start killing bigger night creatures to get a bigger house.

darius

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Re: Creature lairs = new player homes?
« Reply #21 on: November 14, 2010, 08:32:42 am »

Slept in one of those "player homes". In the morning two guards station outside are dead... I go to investigate and suddenly a huge demon with poison dripping out of his jaws bites me. I'm dead soon after. Other 2 adventurers that tried to reclaim failed (including demigod adv.) :/ And all my stuff (corpses in the barrels and chest full of gold) is left there T^T
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Mel_Vixen

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Re: Creature lairs = new player homes?
« Reply #22 on: November 14, 2010, 12:07:46 pm »

Now embark on that Lair on fort mode and claim all that gold.
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GaxkangtheUnbound

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Re: Creature lairs = new player homes?
« Reply #23 on: November 14, 2010, 12:13:30 pm »

Too bad you can't make furnaces yet. I'd make a furnace, mine for gold, and return to my secret lair to begin constructing traps.
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Cruxador

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Re: Creature lairs = new player homes?
« Reply #24 on: November 14, 2010, 02:43:54 pm »

Man, I sure wish Toady put a bunch of people saying "don't travel alone at night or the bogeymen will get you" in the game. :x
Why would that be necessary? It should be common knowledge in-game. That would be like if you said "Don't jump out into the freeway" to random people that you met. It's good advice, but people should already know it. (The player may not, but that is rectified quickly!)
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Willfor

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Re: Creature lairs = new player homes?
« Reply #25 on: November 14, 2010, 03:18:23 pm »

I am not sure what I can say to that besides the fact that you should roll up an adventurer and talk to someone when you have no party with you. :')
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Max White

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Re: Creature lairs = new player homes?
« Reply #26 on: November 14, 2010, 03:22:14 pm »

Are boogie men troubleing you on YOUR latest adventure?
Then try boogie-be-gone!!!!!
Its the latest in night defence! Simple come down to our store in your local militia stronghold and ask a pikemen or axemen for some assistance for a free sample.

Kiktamo

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Re: Creature lairs = new player homes?
« Reply #27 on: November 14, 2010, 04:10:21 pm »

Hmm I've discovered something interesting. I embarked on a night creature lair and killed it in fortress mode then made some stuff in another part of the embark and placed stuff in the lair section of the embark and in the rest of it. The stuff in the rest of the embark scattered when I abandoned, however anything on the 1x1 lair tile stayed in place(stuff did end up being scattered on to it but it stayed after that) even after visiting it with different adventurers the stuff that ended up there stayed.
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Deon

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Re: Creature lairs = new player homes?
« Reply #28 on: November 14, 2010, 04:12:26 pm »

Are boogie men troubleing you on YOUR latest adventure?
Then try boogie-be-gone!!!!!
Its the latest in night defence! Simple come down to our store in your local militia stronghold and ask a pikemen or axemen for some assistance for a free sample.
My doom dwarf who bites them and they immediately melt has no problems with them whatsoever.
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GaxkangtheUnbound

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Re: Creature lairs = new player homes?
« Reply #29 on: November 14, 2010, 04:54:37 pm »

Thanks to a leopard killing some random people, I managed to get a tiny cave for a home.
It's perfect. Hidden in the badlands. My crafting mod allowed me to make a granite bed. I suspect that I'll soon have a functional bone home, complete with statues, chairs, and tables.
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