v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d Talk:Eerie glowing pit"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 73: Line 73:
 
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)
 
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)
 
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)
 
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)
 +
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the "u" menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)

Revision as of 15:18, 13 April 2009

Spoiler2010.png This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down!

The Demons

How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!

They're as nasty as they used to be. -- Zaratustra 11:38, 20 November 2007 (EST)
I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with very long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily lagging when I got there in adventure mode. --Another 15:05, 20 November 2007 (EST)
I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --Naze 23:19, 12 December 2007
I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. Bartavelle 09:01, 11 January 2008 (EST)
If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... YayTheDwarves 09:58, 11 January 2008 (EST)
from Lumpen on SomethingAwful: "Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae." So, that could work. --Jellyfishgreen 12:19, 29 September 2008 (EDT)
I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.

Magma mini-pipes/vents?

Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --Nunix 23:29, 26 February 2008 (EST)

there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -Chariot 05:15, 27 February 2008 (EST)
Although, to be fair, depth 1 magma will cool to, um... air or something. At any rate, if you let it get to depth 1 it evaporates, much like water. Except more frustrating, because it's very slow to begin with.--Doctorlucky 03:36, 20 March 2008 (EDT)
Twas cooling in 2D. And what about refilling?--Dorten 02:20, 4 June 2008 (EDT)
What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.
ah, the magma river. The name brings back such memories...
--Savok 11:10, 4 June 2008 (EDT)

Rewalling/Flooring

If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? Yvain 18:18, 19 March 2008 (EDT)

No, reflooring still can release demons. Tested the hard way. Yvain 23:31, 19 March 2008 (EDT)
Additionally, building walls over every glowing pit tile still releases demons. Yvain 00:18, 20 March 2008 (EDT)

First encounter

A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...

20 tentacle demons, 5 daemons.

Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to Eerie Glowing Pit, as that's what it really is. ~ Midna 17:21, 15 May 2008 (EDT)

I like the move idea. --Savok 11:10, 4 June 2008 (EDT)

Captives

what happens if you free the captives in a glowing pit after surviving the demon onslaught? --0todd0 02:08, 4 June 2008 (EDT)

dunno, think they just go around babbling or somesuch :\ --Frostedfire 04:32, 4 June 2008 (EDT)
They are all insane, mostly melancholy. If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit. Poor guys :( --Dadamh 13:28, 4 June 2008 (EDT)

Unchained humanoids?

The article talks about caged/chained humanoids.

Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).

The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 unchained melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of "refugees" lagged my fortress to the pits and back. They were free to begin with.

has this happened to anyone else? Logical2u 11:35, 16 June 2008 (EDT)

Well, I breached my first pit ever last night. Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level. 3 floors FULL of Elves and Humans caged/chained. My Fortress pretty much lagged up into infinity at that point. It's gotten a little better, but it's still pretty bad. I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future. Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma. Archaeologist 00:53, 28 September 2008 (EDT)
They've been driven to insanity and care about nothing anymore. --GreyMaria 01:28, 28 September 2008 (EDT)
So how do we get rid of the little lag monsters? Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate. Archaeologist 02:43, 28 September 2008 (EDT)
Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got 104 (not kidding, there's more than 5 pages of them in the "u" menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? Timst 15:18, 13 April 2009 (UTC)