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Messages - barryvm

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A quick (but important) question: entombed dwarfs can't rise up to become zombies themselves, can they ?
One of the necromancers managed to get into the burial chambers  :-X

2
Dwarf breeding seems to really go faster than in the last version I played.
If only some of the children survived (instead of being undead husks or ghosts haunting their parents).

Anyway, I've got several very deadly helpfull tips on how to solve this problem and I'll be putting them into practice this evening.
I go for the "low-tech" options first: marksdwarfs, retractable bridge of death and a "bunker" on the surface to hide migrants in.
Also there might be a bit of a ghost problem coming right now since the current bodycount is about 600 dead vs 50 burried.
By a stroke of luck my sole remaining dwarf killed two yak zombies with a pick and has now become some sort of legendary badass dwarf ninja, so I guess he's safe for now.

I'll certainly try the other cool options mentioned above when I get/breed a larger workforce.
That moat of burning zombies would make a nice addition to the sculpture garden.

3
I don't know if this is the proper forum for asking for gameplay tips and apologise for the upcoming wall of text but I'm rather desperate at this point.
I've built a fortress in a (I thought) peaceful region somewhere at the edge of a mountain ridge with plenty of wood and game on top and some very rich iron/coal veins underneath.
Sounds like a perfect spot for a mountain hall to spend a long and alcohol fuelled life in but there is a small catch: approximately one to two times a year there are these massive zombie attacks during which the area gets overrun by hordes of undead creatures and necromancers intend on eating everyone's brains.

I've tried:

isolation: building bridges and walls to keep out of their reach helps but it does not solve the problem because the undead kill all the wildlife and any caravans and the undead raised from their corpses linger around after the official siege is ended (approximately 100 - 200 zombies every year and rising since I can't remove all the bodies in time before the next raid).

cage traps: effective to catch the first twenty zombies barging in, but the twenty-first tends to be an undead yak bull or elephant who then leasurely slaughters your dwarf population.
Also my mechanics would try to reload them, invariably getting themselves killed.

atom crushers: I've built an automated atom crusher with a "timer" (a goblin running around in a corridor with pressure pads) but after I got rid of all the necromancers the remaining undead won't attack the fortress and just linger around on the map killing migrants.

the bridge of death: a small bridge across a chasm with tons of weapon traps on it seems the best solution so far backed by cage traps but then suddenly about 30 of my dwarfs decide they should hold this terribly important meeting and where better to discuss things than on a picnic outside the "green zone" burrow in the middle of a zombie infested wasteland  :-\ !

That last thing (and the resulting tantrum spiral) brought fortress population down from about 60 to 2 (one is mad and I'm pretty sure the other is a vampire) in two minutes.
It seems the end is near but I've had variations on this scenario several times during this playthrough now and I'm not willing to give up yet but I can't progress far enough to get a descent militia or trap system going before the next attack (even cleaning the corpses would help a lot, especially since the fortress currently harbours more ghosts than dwarfs).
My fortress now undergoes these periodic near-extinctions.

This has been one of the most interesting and hilarious fortresses I've played yet but I have no clue how to progress at his point or to break the cycle.
Any help tips would be greatly appreciated.

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DF General Discussion / Re: Linux guide to install Dwarf Fortress
« on: March 08, 2012, 02:47:22 pm »
The solution for the sound problem mentioned above did not work for me because the libsndfile library was not present at /usr/lib/
If you find yourself in a similar situation, you will find the libsndfile library in one of the architecture gnu library folders (for instance the i386-linux-gnu folder for 32 bit systems).
There should be at least one copy of this library available and you can use the same command as mentioned above to create a link to the library.

5
DF Gameplay Questions / Re: Weapons
« on: March 08, 2012, 09:35:42 am »
I had noticed that spears are really good if your pathetic squads stand no chance against a forgotten beast (it slaughtered my "elite" squads with ease).
One of my hastily drafted reinforcements simply skewered the thing with a spear as if by accident and has apparently mortally wounded it. :)

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DF Gameplay Questions / Re: Weapons
« on: March 08, 2012, 05:02:19 am »
When training military, should you assign one type of weapon (sword, axe,...) to your squad or is a mix of different weapons preferrable ?
After a forgotten beast slaughtered most of my squads I understood the importance of weapon material (note to self: never use copper weapons) but I'm not sure if I should equip my squad with a uniform weapon type (with the advantage of creating large stacks of similar weapns in the best material for this weapon type) or allow them to choose a weapon of their choice (with the benefit of them being more experienced from the start in the use of this particular weapon so they do not get killed at their first battle).

Any thoughts on that ?

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