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Author Topic: Getting Necromancer Towers  (Read 726 times)

Babylon

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Getting Necromancer Towers
« on: November 07, 2014, 07:39:52 pm »

I like having a tower neighbor, however I find that a lot of the worlds I make do not have any towers in them.  I usually let them run for 500 years or so and I tend to up the variability in biomes by a lot because I like a lot of small regions near one another.  I also up the levels of good and evil and high savagery.  I mod giant animals to be tameable (exotic)

Is any of this likely to be keeping me from getting necromancers?  Is there something I can do to get more towers?
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Illogical_Blox

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Re: Getting Necromancer Towers
« Reply #1 on: November 07, 2014, 09:43:29 pm »

I like having a tower neighbor, however I find that a lot of the worlds I make do not have any towers in them.  I usually let them run for 500 years or so and I tend to up the variability in biomes by a lot because I like a lot of small regions near one another.  I also up the levels of good and evil and high savagery.  I mod giant animals to be tameable (exotic)

Is any of this likely to be keeping me from getting necromancers?  Is there something I can do to get more towers?
Huh, that's odd. I had a 250 year worl; there was only one necromancer slab, but he and his pupils had taught over a dozen other necromancers. They were mainly from evil races, so maybe adding the evil tag to, like, elves might help
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Bumber

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Re: Getting Necromancer Towers
« Reply #2 on: November 07, 2014, 11:47:14 pm »

The requirements:
Quote
Necromancers initially begin as normal historical figures who are mortal, can speak and can learn and are also part of an entity. In unmodded games these are dwarves, humans, olm men, serpent men, ant men, rodent men, reptile men, bat men, cave fish men and cave swallow men. At one point in its life, one of these creatures may suddenly become "obsessed with his/her/its own mortality" and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a deity (or a creature with the [SUPERNATURAL] tag) who has a DEATH sphere. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact slab containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. A Necromancer can take more than one apprentice.

I've heard someone suggest that you could add other spheres to the slab interaction such that all gods are able to grant the secret. This might increase your chances.

They were mainly from evil races, so maybe adding the evil tag to, like, elves might help
Won't work. Elves are immortal.
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Codyo

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Re: Getting Necromancer Towers
« Reply #3 on: November 08, 2014, 04:16:57 am »

Nothing you've tried will do any good. Except the old world part, that's a must.
In advanced world generation you need to increase the amount of secrets in the world.

To do that you go into data/init/world_gen.txt
From there you pick whatever type of world you want large region, large island, medium region, medium island, and etc. Probably should just go with a Small Island world in these versions right now for FPS. Then copy and paste all of the parameters for that type then rename it to whatever you want (My Small Island). Then you can access it from the ingame advanced world gen and create it. No need to worry about all the other extra stuff on the world gen screen and seeds, only mess with the text file.

From there you just find the Secrets_Number parameter and increase its number by half or so. After that, you will get more knowledge of necromancy starting in the world. Given enough history, towers should pop up. As long as there are evil races alive to do necromancy.

You will also want to customize the world further if you want to add more volcanoes, make it more savage, or add more metals. For minerals, the best setting I've had for mineral_scarcity has been just 100. That is if you want tons of metal showing up in the world along with flux. You can find more info about this on the wiki. Changing the number of werebeasts, titans, and megabeasts makes things more fun too. If you make it too high, civilizations get totally destroyed early in history, leading to a dead world.
« Last Edit: November 08, 2014, 04:25:24 am by Codyo »
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Garath

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Re: Getting Necromancer Towers
« Reply #4 on: November 08, 2014, 01:51:37 pm »

just checking, but is it now that a person must be of an evil race to go for necromancy? It used to be neutral too and the only requirement being mortal (afraid of death, set out to find the secret of immortality)
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GoblinCookie

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Re: Getting Necromancer Towers
« Reply #5 on: November 08, 2014, 01:54:57 pm »

just checking, but is it now that a person must be of an evil race to go for necromancy? It used to be neutral too and the only requirement being mortal (afraid of death, set out to find the secret of immortality)

No it is not.  Only humans and dwarves can become necromancers and neither of them are evil races. 
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Garath

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Re: Getting Necromancer Towers
« Reply #6 on: November 08, 2014, 01:59:05 pm »

in that case, setting evil and good too diverse may cause a lack of developed human and dwarf civs as they tend to spawn/start only in neutral lands (that have mountains in the case of a dwarf), if I recall correctly. Few human and dwarven civilizations and settlements will mean few necromancers
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.