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Author Topic: DFVD SCIECNE!!! What has to be done!  (Read 4345 times)

Archereon

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DFVD SCIECNE!!! What has to be done!
« on: February 15, 2012, 06:27:40 pm »

Now that DFVD or whatever you'd like to call it is finally out with a lot of new features, it's about time the practitioners of !!!SCIENCE put their heads together In My Humble Opinion, so that the science gets done and we make a neat gun (the size of a mountain that shoots explosive demonic zombie kittens in a stream of boiling magma). Anyone got any interesting !!!SCIENTIFIC observations so far? Or any ideas for experiments that need to be run?

I'll start.



You know how you can have an adventurer retire if you're bored of the character/whatever?

It's also possible to make an adventurer become a Necromancer apparently.

Finally, with DFVD, migrants will be historical figures whenever possible, and that may mean adventurers could potentially immigrate to your Fortress if they were dwarves and members of your civilization.


Do you see where I'm getting with this?

I wonder what would happen if a necromancer joined your fortress. Would they be actual members of the fort or perpetual glitchy friendlies like most members of the fortress that aren't supposed to be fort members (Elf Kings, Human Queens, and the like)? What would the undead they raised count as?

In an ideal world, the necromancer would be controllable and raise friendly undead. Then again, considering this is Dwarf Fortress, its more likely he'd be controllable, but spontaneously raise very very hostile undead, which will count as members of the same faction as the necromancer (aka YOUR faction), thereby causing a loyalty cascade if attacked.



Now its your turn.  8)
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

Meistermoxx

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #1 on: February 15, 2012, 06:48:05 pm »

Så you would control an army of undead?

Lol

Catsplosion + butcher + necro = thousands of undead- cat- ,meat ,fat ,intestines ,bones ,skulls and skin
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DrKillPatient

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #2 on: February 15, 2012, 06:49:13 pm »

The necromantic powers probably work as normal, and I'd guess that a dwarf who immigrates to your fort that has those powers will be just like a normal immigrant, plus zombie-raising ability. The zombies will probably attack every non-undead lifeform, however: I've obtained a book of life and death in adventure mode, and my zombies would attack the peaceful townsfolk. (That didn't seem to make them hostile to me, so I don't think there's a risk of loyalty cascade)
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Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #3 on: February 15, 2012, 07:13:41 pm »

^ That was kind of sarcastic, since you know in Dwarf Fortress loosing is fun. Then again, its quite possible Toady Anticipated adventuring necromancers joining fortresses, and made it so the undead they raise are considered friendly to your civ. (as opposed to hostile or part of your civ, so no loyalty cascade for using your necromancers zombie cats as training.)
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

rridgway

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #4 on: February 15, 2012, 07:19:52 pm »

^ That was kind of sarcastic, since you know in Dwarf Fortress loosing is fun. Then again, its quite possible Toady Anticipated adventuring necromancers joining fortresses, and made it so the undead they raise are considered friendly to your civ. (as opposed to hostile or part of your civ, so no loyalty cascade for using your necromancers zombie cats as training.)

If not, modding must make it happen!! The ability to cripple sieges like that would be amazing. Kill one, and then cause a gobbo loyalty cascade(of sorts)!
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Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #5 on: February 15, 2012, 07:24:51 pm »

I don't think that would work since the undead would be part of your necromancer faction, but not part of the gobbos civ/group or your civ/group. Still, it would make stone fall traps far more deadly; station a necromancer nearby, and all the dead goblins will rise up and attack the goblins, and quickly you get the characteristic zombie domino effect, working in favor of the dwarves for once.
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

The Merchant Of Menace

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #6 on: February 15, 2012, 07:27:31 pm »

Hmm... Items left at sites are preserved right? So what happens if you bring a bunch of books to a site and embark there? Can your dwarfs interact with the books in any way?
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Talvieno

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #7 on: February 15, 2012, 07:33:19 pm »

This is the best idea I've ever heard of... Bar none. Having a necromancer god/dwarf in your fortress would be incredible. Curious, though: if someone could get an adventurer to retire with a good amount of very valuable loot (or just a ton of candy weapons/armor), would these carry over to the fortress if they became a migrant?
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Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #8 on: February 15, 2012, 07:48:12 pm »

^ Probably.
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

Vattic

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #9 on: February 15, 2012, 07:56:27 pm »

They'd likely be unusable by anyone but the dwarf, though, as they'd be his possessions in the same way as his clothing. So there isn't much point having them stock up on nice stuff meaning for them to share it with others.

As for the OP: Aren't necromancers shunned by their original civ in some way? If so this could potentially stop them migrating.
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Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #10 on: February 15, 2012, 08:10:47 pm »

^ Oh yeah.

Though villagers aren't by default hostile to necromancer adventurers correct?
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

Loud Whispers

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #11 on: February 15, 2012, 09:32:09 pm »

Ach so many of these threads... Too early to do anything worth while in DFVD, it's too volatile, and that's by DF standards :P

Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #12 on: February 15, 2012, 09:33:20 pm »

 :( Sorry LW.
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

Loud Whispers

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #13 on: February 15, 2012, 09:37:12 pm »

But why... Now I feel terrible ;-;

Archereon

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Re: DFVD SCIECNE!!! What has to be done!
« Reply #14 on: February 15, 2012, 11:56:38 pm »

Well, I'm currently try to run my experiment. I keep dying horribly or crashing. Or both.

Adventure mode is hard, and there's no hacks to speed things up =(.
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.
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