Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - soulmata

Pages: 1 2 [3]
31
DF Dwarf Mode Discussion / Re: Safely butchering on terrifying maps
« on: July 24, 2012, 05:07:12 pm »
I can't recall if bones are reanimating on me in 34.11, but I certainly don't want to risk it - it's hard enough getting a foothold in a Terrifying map with weather that makes nigh invulnerable husks and kobold thieves bypassing my traps then splitting into multiple undead kobold parts after I dispatch them.

The turkey as a lure idea is pretty interesting - that's one problem I haven't solved yet, how to properly channel the raised inside my fort. So far I've been relying on an unending amount of doors, trapped hallways and other blockades. Living bait as the only option seems great.

I wonder if I could set up some sort of stock room, filled with bone piles in individual chambers, from which I could trigger a trap to instantly kill them all via spike traps or other remote death machines, letting me destroy the bones on request.

Also, I should probably be using bones from weaker creatures, and try to harvest only meat from big creatures. That water buffalo skin was nightmarish.

32
DF Dwarf Mode Discussion / Re: Safely butchering on terrifying maps
« on: July 24, 2012, 02:19:36 pm »
Oh the reanimated buffalo skin slaughtered about 6 war dogs before it finally went down. The war dogs then reanimated and turned on me. By the end of the night my catacombs were completely full. It's a good thing zombie dwarves aren't interested in breaking down doors.

I hadn't thought about using the reanimated refuse as target practice. That seems like a fantastic idea.

33
DF Dwarf Mode Discussion / Safely butchering on terrifying maps
« on: July 24, 2012, 01:51:48 pm »
I've been working through the challenge of getting a stable fortress on a Terrifying map with husk-production clouds - so far I've been doing well, in that it's only taken me about 10 attempts. I do lose caravans time to time and sometimes a migrant pack gets hilariously unlucky and appears right in the middle of a gloom cloud, but for the most part things underground run smoothly.

But, I lost a fort a few days ago because I butchered a water buffalo to use its bones for a strange mood crafter. The bones were used, but the skin reanimated and turned on me. It reanimated rather fast, too - and was surprisingly strong, able to suffocate a handful of dwarves. So, given that, I'm now tasked with still wanting a meat and hide industry underground but minimizing the risk of reanimated cattle coming back to haunt me.

Any suggestions? I do use a trash compactor under the butchers shop to dispose of refuse, which seems reasonable enough, except that I can't make a stockpile for refuse and corpses on top of a bridge. A pit inside the butcher's shop would be useful if I could get them to throw the skins, but I'm not sure how to work the mechanics of that. Perhaps I could post an armed guard inside the butcher shop to deal with reanimated parts? But say I wanted to make my own leather industry work - I'm concerned about hides reanimating before I get a chance to tan them.

Anyway. Thoughts?

34
DF Dwarf Mode Discussion / Terrifying entrances and clouds of pain
« on: July 17, 2012, 02:00:47 pm »
Goal: I am looking for suggestions on how to craft multiple entrances for a fortress, most likely 12 (3 per side of the map), near the map edges.

Reasoning: I'm currently embarking on in a Terrifying location, where the local fauna is all variety of undead nasties and the local weather is enthralling clouds. The clouds roll in frequently, at least a few per week. In this same map, I've lost more than a handful of migrants to the clouds, and pretty much every caravan that's tried to approach my fort was dead before they even made it to my fort entrance. I want to put around 9-12 additional entrances to my fort at the far edges of the map, to allow caravans and my migrants to have at least a chance of making it to the front door.

Ideas on ways to do this safely? Even with an entrance 2 tiles from them, migrants still beeline for the 'main' center entrance.

I tried digging highways at Z -1 and tunneling upward. That works for the first highway, but after that the dwarves *insist* on going back to where I embarked and first struck the earth and then frolicking on the topside to dig the downward staircases. I tried setting the underground highways to high traffic, and that didn't work. A friend suggested I do that, then additionally set the surface to restricted, which I'll try. What I also will try to do is build the highways out 1 by 1, and as I finish each one, stick a door near the end and make it impassible to give the dwarves no other foot traffic option.

It is pretty hilarious to see the elven caravan show up and walk right into the middle of a cloud, then watch them tear each other apart.

35
I landed in both grey and red areas too on my most recent map. Again, lush forests or meadows with living creatures.

:(

36
I've done about 50 or so embarks now on 'Terrifying' and 'Haunted' areas, looking for a particular type of surrounding. Particularly, I want a 'dead' area - dead trees, dead shrubs/grass, mostly or only skeletal creatures.

In .31, I have a map where it's pretty easy to find such. Most 'Terrifying' areas are desolate, with dead trees and dead shrubs and only undead creatures surrounding me.

Now, in .34, I've generated 3 maps, including one where I tripled all the evil generation settings. Following this I've tried about 50 or so embarks - and have yet to find a *single* 'dead' zone. Even in areas that are Terrifying/Haunted I can't anything but lush green forests or beautiful tundras, etc.

Has anyone else experienced the same? Or tried to specifically find dead zones? Any tips on finding them?

Pages: 1 2 [3]