Terrifying biomes are the shit if you can survive and get even better if some tragedy befalls your fort because reclaiming it is so crazy
Welp, lost one of my mastiffs and an enchanted axe to skeletal ogres before I could raise the just-linked drawbridge. Now i've not got enough mastiffs to breed, which is a problem. Migrants are going to be another issue, as by necessity i'll have to raise the drawbridge for them. Going to shit out as many stonefall traps as I can before then.
Since dumping corpses and remains outside would be dangerous, going to have to make an airlocked area for it (and likely trap it as well). The aurochs will starve before I can set up an internal grazing system, so they're gonna have to be butchered.
[editline]19th May 2014[/editline]
Mastiff just rose from the dead :c
It would appear that the last merchant's wagons died somehow.
[img_thumb]http://i.imgur.com/MqUlNZC.png[/img_thumb]
My best guess is that a mushroom tree either grew up under them or in their way, so they were unable to leave the fort, possibly due to the tree detaching them from their pack animals, or something.
Site of the death, with miasma from rotting food:
[img]http://i.imgur.com/xCszSd0.png[/img]
I wasn't even aware this could happen.
Any ideas as to what happened?
Could've been actually killed, but if you had no combat logs then it's likely a tree did indeed pop up and block them.
I butchered a woolly mountain goat an immigrant brought in to sate a strange mood, but the [I]head wool[/I] resurrects. Not even the head, the head [I]wool.[/I] Dwarves were too scared to enter the refuse pile, so I had one park the surviving mastiff (now a war mastiff) at the door, then disassembled it. Took a while for the mastiff to kill it (again), since it was so small and full of nothing. Going to put some traps on the inside of the pile itself (checkerboard pattern, perhaps?), rather than just between the doors.
necromancy is still kind of broken
df2014 will fix stuff like giant sponges but until then your elite hammerdwarves are going to be slaughtered by swarms of *prepared sheep brain biscuit*
[editline]19th May 2014[/editline]
thralls are ridiculously strong too, they shouldn't be able to massacre dozens of clowns without taking a scratch.
Keeping a log of events, which'll be woven into a story if it proves to be interesting at the end. Current situation is a botched dark strangler invasion has left a lot of undead wandering about.
[quote]Start year 51
"Tarkeavaltakunta" The Momentous Realm (noticed a few world names derive from Finnish, how odd)
"Shusugugosh" Corrupthollow
"Zikathgeshud" The Filthy Fortress
- The Prarie of Glands, Terrifying Temperate Shrubland, cold, woodland, moderate vegetation. Stream: Partnerddissolved The Straying Geese
Clay/Dirt/Peat
Very deep soil
Shallow metals
Deep metals
flux stone
Own civ: The Nights of Draining
29 neighbours, majority hostile races
Spring: Immediately tunnel into a hill, store all stuff and animals in corridor. Temporary dorm made, miners focus on making moat and drawbridge. Before drawbridge completed, one mastiff and enchanted axe killed by undead ogress. Drawbridge closed just in time. Mastiff resurrects. Permanent storehouse and workshop floor hollowed out, stuff transferred from temp storage. Farms created. Unable to create a safe steeloak farm in time (exposing plot to sunlight, then roofing over it) Indoor remains and corpses area dug out, traps and doors laid in short corridor leading to it.
Summer: Work begins on aqueduct, permanent dorm, dining room and basic offices. 2 miners acquire stone by hollowing out future accomodations, the third uses stone for furniture. Carpenter busies self with planted trees, using them for bins and pots. Drawbridge remains closed. Permanent main entrance design dug out (easy due to soil)
Drawbridge raised momentarily, undead mastiff tries to enter, gets catapulted upwards when drawbridge closes. Second attempt, mastiff drops into unfinished moat (only 1 z-block deep). Surviving mastiff trained for war, stonefall traps laid. Drawbridge lowered for a third time, undead mastiff falls to traps. Butchered immediately.
Recieved 2 fisherdwarfs, a farmer and spinner, peasant (wrestler) and 4 children. Dew beetle nymph was killed on the way in. Lever moved to dining room where there'll always be someone to pull it. Drawbridge pulled up again due to undead sasquatches.
Autumn:
Wrestler gets possessed, makes saltpeter/studded leather hourglass. 12,000
Drawbridge put down again when undead kakapos were the only present creatures. Leather progressively upgraded to lamellar, and turtles now being fished from completed aqueduct having shells upgraded.
Farmworker, stone/rune engraver and child immigrated. total population 20.
Produced 10 bars of soap to stock WIP hospital and ensure cleanliness.
Traders arrive. Sold some bone trinkets for an animated sword and cheese.
Attacked by giant magpie corpses, trader macedwarf loses arm and mace. Corpses dumped in moat rather than risking butchering them. Resurrects in process of dumping, dies to stonefall trap again. Snatcher makes it into fort, chased by trader guards and killed. Dumped in moat.
Winter:
2 more thieves and snatcher attempts. May need to build a butchers and craftsdwarf workshop at refuse pile to use things before they rise again. Currently all being dumped in moat, where it can resurrect all it likes without harming my dwarves. Stone traps proving effective, 3 is usually enough to kill regular undead temporarily. Idiot leatherwing bat lightly wounded when hunting outside, another macedwarf saved it. All doors leading outside are now made impassible to pets.
Merchants and liason left (asked to bring metals, war pets, medical supplies and library supplies.
Limbs of thieves, snatchers and wounded macedwarf resurrecting, so far a right hand, right forearm and left hand. Purchased animated iron sword trained immediately for war. More stonefall traps laid.
Dwarves remain in remarkably good spirits, easily impressed by large dining rooms and the slow trickle of personal bedrooms being made.
Unknown dwarven dead peasant resurrects (caravan guard died on the way?)(later found to be dead axedwarf, so certainly caravan guard)
Tanner's other labours redistributed to others, to ensure vermin remains get made into studded leather before they rot. Fisherdwarves prove to be remarkably adept at procuring turtles, got more shells than can process. Should make for good trading commodities.
Dark strangler invasion force attacks. Ineffectual since drawbridge closed. Larger numbers of undead present; giant magpies, opossums and the aforementioned limbs and zombie. Stranglers generally retreat after very few losses, but said losses will remain as zombies. Military needs to be trained double-quick to permanently dispose of resurrected before population is out of control; afaik resurrected corpses do not leave map like regular undead spawned in this biome. They take down the zombie of the peasant guard
Lumberjack taken by fey mood, siezes carpenters workshop and 2 fungiwood logs. Builds a fungiwood cage, 18,000.
6 dark stranglers killed, resurrected forearm and giant magpie killed. 2 dark strangler limbs and one whole one resurrect, along with previously killed zombie. Noticed some of the giant magpies received names. Dark stranglers retreat. Military situation fast looking untenable. Planning for second stage of moat (magma) begins; namely how to deepen it and fill with magma without having to risk dwarves going outside the actual fortress.
Bonecarver miner assigned to research; since supplies of saltpeter have been found, research into firearms looks to be a very ideal line of military development.
Spring:
Child grows up, turns out to be an arcane dwarf.
All dead dark stranglers and severed limbs have resurrected. Fort in total lockdown (even if migrants may show up), as not enough traps to deal with that many undead in the case of a quick drawbridge open.[/quote]
[QUOTE=_jesterk;44851770]necromancy is still kind of broken
df2014 will fix stuff like giant sponges but until then your elite hammerdwarves are going to be slaughtered by swarms of *prepared sheep brain biscuit*
[editline]19th May 2014[/editline]
thralls are ridiculously strong too, they shouldn't be able to massacre dozens of clowns without taking a scratch.[/QUOTE]That's... deeply troubling :/
I worst encounter with Necros was when I was making a cutebold fortress over a ravine, and then zombies just started appearing on the edge of the map, then the swarm of badgers (and their heads) came to life and attacked, and the poor little cutebolds could do nothing but be thrown off the ravine or eaten by decapitated heads (how does that even work).
I did have an ogre though, who managed to wreck the shit of a good number of goons, though eventually I gave up because there were so many zombie body parts.
Speaking of body parts, my dorfs/cutebolds/orkz never bring anything to my dump zones when I signal items for dumping. They just ignore them, and occasionally use them for building. What do?
Mod now has an undead faction of spokey skelingtons with various undead underlings. Unique creatures involve Hell Hounds who can kill a fully armored and well trained Dwarf in 1 on 1 somehow and Bone Horrors which are basically mismatched monstrosities with dozens of different bones from dozens of different species built into them. I've also added Scythes for their reapers.
Unit lineup:
Reapers (self explanatory, will basically just cut through your Dwarves)
Hell Hounds (big red dogs like Clifford but their heads contain fire and they like eating children)
Bone Horrors (mismatched abominations which look like a giant bone monster)
Lesser Demons (demons lite, they generally look the same, fly around and can shoot fire from their mouth)
As always, any of the units you find (sans Reapers) can be caught and tamed yourself since I don't know how to restrict it to one faction (p sure it's not possible) so you might find say, Halflings riding Hell Hounds to your fort if things go odd in history gen, or you might capture a Bone Horror and train it for yourself.
[IMG]http://i.cubeupload.com/KONdqS.gif[/IMG][IMG]http://i.cubeupload.com/hbAly8.gif[/IMG][IMG]http://i.cubeupload.com/UyvE79.gif[/IMG][IMG]http://i.cubeupload.com/onGQe5.gif[/IMG][IMG]http://i.cubeupload.com/qJs30w.gif[/IMG][IMG]http://i.cubeupload.com/748Ryz.gif[/IMG]
[QUOTE=Jrose14;44852718]I worst encounter with Necros was when I was making a cutebold fortress over a ravine, and then zombies just started appearing on the edge of the map, then the swarm of badgers (and their heads) came to life and attacked, and the poor little cutebolds could do nothing but be thrown off the ravine or eaten by decapitated heads (how does that even work).
I did have an ogre though, who managed to wreck the shit of a good number of goons, though eventually I gave up because there were so many zombie body parts.
Speaking of body parts, my dorfs/cutebolds/orkz never bring anything to my dump zones when I signal items for dumping. They just ignore them, and occasionally use them for building. What do?[/QUOTE]Try disabling every labour except refuse hauling for one or two of them.
[editline]20th May 2014[/editline]
There's also this from the wiki:
[quote]Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing k then toggling forbid and dump status on, then off again (f-f-d-d) seems to correct this problem. Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders. [/quote]
[editline]20th May 2014[/editline]
Oh hang on, that's likely it. Dwarves/kobolds/-insert player race here- will not dump stuff that's already outside unless you enable it in the standing orders menu.
Dark Elves are now led by Spider Queens, which can fuck shit up rather well. Now for their various experiment / slaves.
Just re-embarked because fuck orcs I ran out of food so fast because I had no good supply. This reembark is vanilla DF (aside from Soundsense and Therapist). I've embarked on the edge of a lake, and my little embark area is almost completely surrounded by streams. Almost a 100% natural moat, just need to channel one side. Amazing.
[editline]20th May 2014[/editline]
[QUOTE=Masterofstars;44854313]Dark Elves are now led by Spider Queens, which can fuck shit up rather well. Now for their various experiment / slaves.[/QUOTE]
Hows about Dark Elves with a carapace exoskeleton instead of skin. Could be interesting, being a bit tougher than normal.
[QUOTE=Jrose14;44855393]Hows about Dark Elves with a carapace exoskeleton instead of skin. Could be interesting, being a bit tougher than normal.[/QUOTE]
Read the Dark Eldar entries on Lexicanum for inspiration.
Dark Eldar are even more insane than my Dark Elves, then again, just about everything in WH40K is.
I don't think I want to do something like Dark Elves with more armor. I'm going to be doing abdominal disturbing stuff that means whatever they used is a shadow of its former self. First I think I'm going to do something unique for every species, have their own abomination the Dark Elves use.
[QUOTE=Sgt Doom;44851453]I butchered a woolly mountain goat an immigrant brought in to sate a strange mood, but the [I]head wool[/I] resurrects. Not even the head, the head [I]wool.[/I] Dwarves were too scared to enter the refuse pile, so I had one park the surviving mastiff (now a war mastiff) at the door, then disassembled it. Took a while for the mastiff to kill it (again), since it was so small and full of nothing. Going to put some traps on the inside of the pile itself (checkerboard pattern, perhaps?), rather than just between the doors.[/QUOTE]
Just wait until the hundreds of mussel shells in your refuse pile decide to rise at the same time and attack your dwarves' ankles.
[img]http://horobox.reager.org/u/orkel_1400631790.jpg[/img]
Terrifying. I lost a fort to them once.
[QUOTE=Orkel;44857649]Just wait until the hundreds of mussel shells in your refuse pile decide to rise at the same time and attack your dwarves' ankles.
[IMG]http://horobox.reager.org/u/orkel_1400631790.jpg[/IMG]
Terrifying. I lost a fort to them once.[/QUOTE]My fishermen have been catching nothing but turtles for a while now, and thankfully none of the shells have arisen. Been turning them into rigid shellplate, going to outfit some marksdwarves with it to hopefully keep the undead at the entrance dead long enough to allow migrants to make a run for it inside.
Would be hilarious if their armour resurrected and started flinging them about, though.
On a related note, could I theoretically dig a pit, say 5x5x2, and have the dwarves dump stuff in through the top without being put at risk, scared of whatever comes back from the dead or bothered by generated miasma? I think I might also develop a system for periodically flushing the contents out into the river.
[QUOTE=Orkel;44857649]Just wait until the hundreds of mussel shells in your refuse pile decide to rise at the same time and attack your dwarves' ankles.
-horror-
Terrifying. I lost a fort to them once.[/QUOTE]
I know your pain, I had the exact thing happen to me in an old fort.
2 dark strangler and 1 ferric elf invasion has left over a hundred undead wandering about outside, and not all of the corpses have risen yet.
Playing around with the idea of letting undead in occasionally to fall to the traps, where their bits are then dumped immediately into a pit, which at some point will either be flushed into the river, or filled with magma.
[editline]20th May 2014[/editline]
I'm preparing memorial slabs, and noticed one of the options has a completely blank name.
Also, do I need to memorialise only dwarves, or do other species produce spirits?
Only your species will leave ghosts, so don't worry about memorializing enemies.
Just noticed it sorts dead dwarves to the front of the list. Very handy, considering over a dozen have died so far, including the trade caravan I was desperately relying on to bring war animals :/
[editline]20th May 2014[/editline]
A bunch of giants showed up, among them some talented fireball throwers. They're setting fire to the entire landscape, and at least temporarily kicking the shit out of the undead. I fear that when (not if) they succumb to their wounds, i'll be the victim of the same fireball-throwers.
[editline]20th May 2014[/editline]
Welp, being haunted by a hammerdwarf I can't memorialise. I could memorialise other caravan guards and immigrants.
[editline]20th May 2014[/editline]
Another migrant wave gets totally annihilated, goblin ambushers show up, a goddamn [I]frost dragon[/I] arrives, and another merchant wave gets annihilated. There's no metal near me apart from gold, and the undead count is approaching 200. I think it's time for a new fort, and won't be doing a terrifying biome again until individual fingers, bits of wool are set to not resurrect in DF2014.
I'm running a terrifying fort right now too. Nothing has risen back from the dead yet though, does that mean that maybe this biome doesn't have reanimation maybe?
My embark has really bad evil rain already - it forms pools on the surface and whoever touches them die instantly (or very quickly). So the surface is effectively barren and anything that walks on to the edge of the map just dies. Things aren't going to be very "fun" unless the dead things start to reanimate. Which, if they do, is gonna be pretty crazy because there's around 250 dead things in total.
But yeah, I don't know enough and couldn't find anything on the wikipedia - can some evil biomes not reanimate?
I really like the feeling of picking up an older fort that you haven't touched in a while and just not knowing what in the everloving [I]fuck[/I] you were thinking or doing with any of it
[QUOTE=Xed;44860586]I'm running a terrifying fort right now too. Nothing has risen back from the dead yet though, does that mean that maybe this biome doesn't have reanimation maybe?
My embark has really bad evil rain already - it forms pools on the surface and whoever touches them die instantly (or very quickly). So the surface is effectively barren and anything that walks on to the edge of the map just dies. Things aren't going to be very "fun" unless the dead things start to reanimate. Which, if they do, is gonna be pretty crazy because there's around 250 dead things in total.
But yeah, I don't know enough and couldn't find anything on the wikipedia - can some evil biomes not reanimate?[/QUOTE]Well my evil biome has completely normal weather, so "terrifying" probably isn't a specific description.
Terrifying is evil and savagery, so I don't see why there shouldn't be reanimation unless the biome lacks it entirely.
alas
only in DF can you lament when shit isn't rising from the dead and your fort is actually maybe safe
I wish there was a way to have lore in the game, I just wrote a ton. Anyone want to see the Dark Elf shit I just wrote up?
Include a manual with your mod, like how Masterwork does it. Split the races off into their own sections and cover the gameplay relevant things first and then the lore at the bottom.
[QUOTE=Lijitsu;44861319]Include a manual with your mod, like how Masterwork does it. Split the races off into their own sections and cover the gameplay relevant things first and then the lore at the bottom.[/QUOTE]
Oh that'd be fun. Though I'd have to do it in a txt file since I haven't made a webpage in 5+ years.
It'd be good since I have 5+ pages of this shit.
Starting another fort, and one of my miners fractures his wrist within minutes and knocks himself unconscious digging a simple channel. This bodes well :v:
"Amazing spatial sense" my hairy arse.
[QUOTE=Masterofstars;44861606]Oh that'd be fun. Though I'd have to do it in a txt file since I haven't made a webpage in 5+ years.
It'd be good since I have 5+ pages of this shit.[/QUOTE]You could try Open Office, make it decent looking with very minimal effort, adding pictures and whatnot.
[editline]21st May 2014[/editline]
I think you might also be able to have clickable links to different pages of the document as well, but i'm not entirely sure about that.
Yeah I use Open Office, but I'd want everyone to use it of course.
I think clickable stuff is PDF only.
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