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Messages - Carnes

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76
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 05:01:48 pm »
ok, how about a dodge trap from the refuse pile? Anything that reanimates will try to path out of the refuse via the dodge trap.  You can place an atom smasher at the bottom for fps saving(if the pit gets that bad).  I have been using small refuse piles next to an atom smasher but this only works if you can keep the zombie bits under control.  If it escalates too much then civies can't obey the d->b->d because of interruptions.

brb/afk, door

77
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 04:45:53 pm »
I'm In Persuit of Terror.  Can you guys post your impossible embarks?  You can place restrictions on it too, as a sort of challenge (ex. no civilian burrows or above ground only).

78
DF Dwarf Mode Discussion / Re: More evil?
« on: February 17, 2012, 04:16:47 pm »
Give this a try:
If you don't mind using the advanced world generation tools, it's really easy to get a large number of evil zones. The amount of evil in the world can be safely ramped up 10 times or more without resulting in many rejections at all.

Edit: posted too soon.

Editing the savagery mesh helps too.

Savagery mesh size: 2x2
Savagery weighted range (0 - 20): 9
Savagery weighted range (20 - 40):4
Savagery weighted range (40 - 60):1
Savagery weighted range (60 - 80):9
Savagery weighted range (80 - 100):16

79
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 09:50:48 am »
Was still playing the original posted embark.. mosquito swarm just pathed into the fort :(
Had magma forges up and a squad of 5 in full iron (from an original zero).  Didn't matter, too many zombies!

I'm up for another try, if someone wants to post their embark?

80
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 05:43:48 am »
The undead embarks i've had are immediate.  The wildlife will all arrive as corpses.  Thankfully they shamble around a bit and aren't that fast (except for flying zombies!).  If you don't have a zombie within the first five minutes, pray for some wicked rain or other awful event to start the fun.   

The rains i've had so far either outright killed everyone within two minutes or was merely gross.. not much in between yet.  So if you do a surface fort, treat the rains as potentially world ending until you figure out what your embark is like.  My dusts and rains came within a few minutes of embark. So if you haven't had anything yet, you may not have any in the future.


81
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 10:38:02 pm »
Poor militia commander  :'( I'm loving the zombie battles though.  Could you imagine doing this with only surface living allowed? yikes!

82
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 10:29:30 pm »
I'm on the original embark, changed the graphics (i'm too picky!).  Found magma! 15z down from the surface, 50 west from the original downward shaft.  First cavern is only 6z down.  Currently stuck underground so towercaps are required... if only there weren't scary things in the cavern :(

Walled away the grazing animals before they die and turn into zombies.

Desperately need to get magma forges up to make weapons & armor.  Then we take back the surface!

83
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 09:39:24 pm »
Downloading now..
EDIT: *Immediately sees 57 zombie giant mosquitoes.

I need to update the graphics though, lots of tiles showing up weird.

84
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 08:11:59 pm »
Let's do this!  Post it and everyone embark by 9pm EST.  Submit your horror report afterwards.

85
DF Dwarf Mode Discussion / Re: Absurdly low FPS in new version
« on: February 16, 2012, 03:21:38 pm »
You get the same FPS with different maps and embarks?  I did have one bad embark of the dozen so far.  Can you fire up 31.25 again and check that it isn't getting the same fps problem?

86
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 02:03:35 pm »
Thanks Talvieno, gen'd and trying a 4x4 Embark on 5 biomes (2 terrifying, 1 haunted, 2 untamed wilds).  No aquifers!  Wish my Dwarves your best  ;)

EDIT:
It is raining rotten sludge!
Sodel Mezumushat, expedition leader cancels Pickup Equipment: Too injured.

Sodel Mezumushat, Woodcutter has suffocated.
Zan Likotbakust, Miner has suffocated.

Iden Udiltobul, Doctor is throwing a tantrum!
Iden Udiltobul, Doctor has calmed down.

Fath Oltarusen, Armorer has been found dead.
RŒsen Osodadil, Mason has been found dead.
K–buk Uvarthob, Peasant has been found dead.
Iden Udiltobul, Doctor has been found dead.

.. crumbled

87
Yeah, tried your save.  Rebuilt the ranges and did everything i could think of.  It's broke :(

88
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 16, 2012, 09:56:12 am »
Not having very good success here.  Had an eyeball embark with clouds every five minutes (with pause/zoom)  but abandoned due to aquifer problems and dwarves being numb & slow to do anything.   Worst one so far was eagle corpses (zombies).  Can't just dump them in a channel.  That experience makes me very afraid of these mosquito swarms people are talking about.  Also, ravens are crazy fast.

Current embark is "high evil" using the finder tool.  But no rains/mists.  Plenty of zomb critters though.  I feel like re-rolling embarks until getting the perfect one.

I'd love to see a horrible horrible embark too!  How do you increase the evil? I put max savagery and get a little clump :(

89
My marksdwarves only shoot at archery targets in their off-time.  Haven't tried it yet in this new version though (barely surviving as is!). 

90
It's possible but i also think biome might play into it.  I had a crab corpse (undead) placed in a refuse pile on the non-sinister side of the map.  Nothing happened for close to a season.  Relocated the refuse pile closer to the fort and in sinister territory.  The crab reanimated within a minute.  Killed it and then he came back within a few minutes (including a chopped off leg).  Promptly decided it was about to get out of hand and built an atom smasher next to the refuse pile with a garbage dump under it.

Dead things reanimate very quickly.  If you don't atom-smash immediately then you'll need guards nearby to keep things under control.  If you butcher an animal and your dwarves are too busy to haul the hair and junk to the refuse pile.. you'll have trouble in the fort very quickly, haha.

Perhaps the !!SCIENCE!! would be to butcher two animals at the same time in different biome sections of the map.  Forbid the hair/skin/whatever and see what happens.

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