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Author Topic: Necromancy and Modding  (Read 1603 times)

Deon

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Re: Necromancy and Modding
« Reply #15 on: June 14, 2011, 10:51:08 am »

That's fairly easy to do. Make a caste which spreads "dark chants" or something around them which affects other creatures and makes them into an undead form, and make them immune to it. And voila, everyone else in your fortress is an undead!
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nocker

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Re: Necromancy and Modding
« Reply #16 on: June 14, 2011, 11:10:41 am »

That's fairly easy to do. Make a caste which spreads "dark chants" or something around them which affects other creatures and makes them into an undead form, and make them immune to it. And voila, everyone else in your fortress is an undead!
I was hoping more for an "animation workshop" for where they'd drag the goblins killed in ambushes and such.

Ideally, skeletons should decay (in fortress time, in a couple of years or so), thus requiring new meat for the workshops. :P
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Karakzon

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Re: Necromancy and Modding
« Reply #17 on: June 14, 2011, 11:20:43 am »

The application of necromancy on the dead legendarys so they chant their secrets and teach those who know their language their crafts.

-fills chamber full of whispering skulls-
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Trapezohedron

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Re: Necromancy and Modding
« Reply #18 on: June 14, 2011, 11:42:29 am »

If the Interaction syndromes are as flexible as we currently expect it to be, then the possibilities will be near endless. A slight mutation gives you wings? Make a humanoid creature with wings and the ability to fly.

I've decided to postpone any kind of modding until this version comes out, so that I won't have to recheck all of my preexisting raws.
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Deon

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Re: Necromancy and Modding
« Reply #19 on: June 14, 2011, 02:08:47 pm »

That's fairly easy to do. Make a caste which spreads "dark chants" or something around them which affects other creatures and makes them into an undead form, and make them immune to it. And voila, everyone else in your fortress is an undead!
I was hoping more for an "animation workshop" for where they'd drag the goblins killed in ambushes and such.

Ideally, skeletons should decay (in fortress time, in a couple of years or so), thus requiring new meat for the workshops. :P
Still easy to do. Give them attr. rust which shows that they decay, and make the syndrome to actually affect their flesh and organs, which would lead to death eventually. Lots of imagination (and I already predict A LOT of dodging around hardcoded things to achieve desired results!).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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