AleDrinkers - Zombies, Dragons, Ghosts... and maybe Vampires! Dwarf Fortress Game version 47.05

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hyme

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I already HAVE set up a couple of safe spots for them to fish... one indoors, and two in the outdoors compound. They seem to prefer living dangerously.
I bet the fish are better at the other spots.
 

blue emu

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Dwarf Fortress Steam version is still being worked on. Looks like it will be good...

 
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blue emu

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So I've been doing some research on the Bay12 forum on this "delayed Invaders" thing, and it turns out to be perfectly normal with this game version.

In v47.05 armies are no longer abstracted, and no longer just "appear" at your map edge when you exceed the trigger conditions. Instead, they are actual entities that travel around the world map, and won't show up on your game map until they've successfully crossed all the intervening distance.

So hostile terrain (such as a Zombie-infested reanimating biome) might stop them from arriving at all; and other Dwarven (or Human) forts might side-track them or even destroy the siege before it gets to you.
 
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Blaaat

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That's a cool new feature, makes me wonder can invasion armies cross oceans? Being a noob I like to start my fortress on islands with no goblins to make the game easier. :p
 

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We have manufactured about 1/5th of the components required for the Pump Stack, so I'm starting the excavation of the vertical shaft, from the surface down to the Magma Sea at the bottom of the map.

The procedure is somewhat complicated by my reluctance to allow any connection to my fort, through which a flying monster might invade the bowels of my fort if it were to arrive while construction is underway.
 
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blue emu

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AD_141.jpg


Guess who?
 
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hyme

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blue emu

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how many?
They're still pouring onto the map.

Here's what it looks like so far:

AD_142.jpg


AD_143.jpg


It's the Necromancers that are likely to be a problem, though.

AD_144.jpg
 
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blue emu

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Still coming:

AD_145.jpg


AD_146.jpg


Of course, that "139" figure isn't all zombies. It includes the guests in our temples and tavern, and the random denizens of the caverns.

Zombies plus necromancers total about 80. So far. They're still filtering onto the map.

This might be why the Goblins are late.
 

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so what is the plan for defense? :)
Well... our Dodge-Em trap is not as useful against Zombies, because they don't dodge (AFAIK). Still, that's 300 attacks on anyone trying to cross the bridge, and another 240 or so once they enter the Maze. Then we hit them with our military, as they trickle out of the Maze.

I'm not mobilizing the Military until they get considerably closer, though... I don't want to tire them standing around in Armor while the Zombies are still too far away to fight.

EDIT: My main worry is that the traps might get clogged with Zombie bits, and stop working.
 
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blue emu

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The Zombies lurch along so slowly that the four living units (two Necromancers and two evil-aligned Monster Slayers) are out in front of the lurching mob of Zombies.

This has potential. Possibly our Dodge-Em Trap will take down the Necromancers before the Zombies arrive to clog it up with their innards.
 

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Approaching the Dodge-Em Trap...

AD_148.jpg
 

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AD_149.jpg


THAT'S what I wanted to see! Necromancers are alive, and they dodge... never a good idea when you are on a narrow walkway over a hundred-meter deep pit.

AD_150.jpg


AD_151.jpg


Looks fairly serious.
 

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OK, that Necromancer only lived a few seconds after impact at the bottom of the Dodge-Em Trap.

The next one to enter it was a Legendary Goblin Monster Slayer. He did a lot better, parrying most of the attacks by the traps, and his armor deflected most of the blows that landed. He eventually dodged off the walkway and fell twenty levels, breaking his neck... but then he immediately stood up again!

This Gobbo is tough!

Another one followed him, and didn't make out nearly so well, dying on impact with the bottom.

Looks like shit is about to get real, though:

AD_152.jpg
 
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blue emu

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The horde of lurching Zombies pour out onto the walkway over the Dodge-Em Trap. The traps kill them one by one, but the mangled twice-dead corpses jam one trap after another! Now the first seven of the ten traps are jammed, with Zombie bits lodged inextricably in the mechanisms.
 

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That "tough guy" Goblin... the one who fell twenty levels into the Dodge-Em Trap, broke his neck, and then stood up again like it was nothing... is trying to CLIMB out of the 20-level-deep pit. He's gotten up 3 levels already.

Meanwhile, I've shut the outer Drawbridge sealing off the Dodge-Em Trap. We'll kill the Zombies that got in, un-jam the traps, and open the door again.
 
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blue emu

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I've just made a very unpleasant discovery.

Remember that we only have one shallow area of sand. It's in the Forest biome... the Mountain biome is just bare rock. So our farms were located just below the surface, in that shallow layer of sand. Call that fact #1.

Also, we've been removing any trees that start growing too close to our walls, since they would provide any enemy who can climb with vantage points to shoot into our compound or to pick off our archers on the walls. Call that fact #2.

The unpleasant discovery is that cutting down a tree that's growing directly over a room on the level below (our farms) leaves a hole in the ceiling. We are not sealed in. The farms have holes in their roof.

I'm trying to put a solution in place now.
 
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