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Author Topic: Will a necromancer siege leave?  (Read 3487 times)

dree12

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Will a necromancer siege leave?
« on: March 24, 2012, 04:12:40 pm »

So, a necromancer decided to pay a visit. After causing some havok with the outdoors livestock, the dwarven living quarters have been cleared and locked-up, with the only issue being that the 57 undead + 1 necromancer are preventing all trade and immigration. Will this siege ever leave? If it does, will it return in a short period of time? Because it is a first-year siege, there is no military to speak of, 6 paltry stone-fall traps guarding the entrance (but stone is available, so more can be generated) and a small underground farm that could thankfully support the fortress.

If the siege will never leave or will recur, will traps protect the fortress? If a necromancer steps in a cage trap, will they still be able to animate undead? Can caged undead reanimate?

Also, if none of these are plausible, is there a way to just force the necromancer to leave right now, even if it involves raw editing?
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FuzzyZergling

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Re: Will a necromancer siege leave?
« Reply #1 on: March 24, 2012, 04:18:13 pm »

As far as I know, caged necromancers cannot animate corpses, and corpses in cages cannot be animated (though I'm not sure on the latter).
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Tolisk

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Re: Will a necromancer siege leave?
« Reply #2 on: March 24, 2012, 04:36:12 pm »

Also, if none of these are plausible, is there a way to just force the necromancer to leave right now, even if it involves raw editing?

Give your dwarves swords that cause insta kill and disintigrate bodys sure, but otherwise no.
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Loud Whispers

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Re: Will a necromancer siege leave?
« Reply #3 on: March 24, 2012, 04:44:04 pm »

Also, if none of these are plausible, is there a way to just force the necromancer to leave right now, even if it involves raw editing?

Give your dwarves swords that cause insta kill and disintigrate bodys sure, but otherwise no.

About that, I once created an uber metal for the lulz, but to make it fair, I set the boiling point to one below the homeotherm temperature...

So it would randomly explode when used and release a cloud of ohgodwhatisthis, disarming the wielder and spreading lovely death everywhere <3

knutor

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Re: Will a necromancer siege leave?
« Reply #4 on: March 24, 2012, 04:49:21 pm »

Not sure in 06, but in 05, my undead, Tower siege, never ended, it just kept getting HUGER and HUGER.  Until 100some undead, were mingling about. 

I couldn't get the necro out of the cage.  Dunno.  I never used the lever, method.  That seemed counter productive.  Why should I have to waste 3 mechs to build that, and a dwarf's time, just to open a padlock?  Makes no sense to me, but I hear it works.  The game needs keys, keychains, and a jailor noble.
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NecroRebel

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Re: Will a necromancer siege leave?
« Reply #5 on: March 24, 2012, 05:07:55 pm »

You could modify all of the specific species that are on your map as undead or necromancers to melt or boil at a low temperature, then load up and unpause the game and watch them all disappear. It would be unwise to use this method to annihilate dwarves, though, as it would not discriminate between friendly and other creatures. As such, you'd have to use "normal" methods to defeat any dwarf corpses or necromancers around but at least there wouldn't be many corpse pieces for the remaining necromancers to use.

Basically, add the following to the end of a creature entry, and that creature will instantly vanish in a puff of pink vapor when you unpause the game:
Code: [Select]
[SELECT_MATERIAL:ALL]
     [BOILING_POINT:0]
     [STATE_COLOR:ALL:PINK]
     [STATE_NAME_ADJ:GAS:poof!]
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Loud Whispers

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Re: Will a necromancer siege leave?
« Reply #6 on: March 24, 2012, 05:11:36 pm »

Not sure in 06, but in 05, my undead, Tower siege, never ended, it just kept getting HUGER and HUGER.  Until 100some undead, were mingling about. 

I couldn't get the necro out of the cage.  Dunno.  I never used the lever, method.  That seemed counter productive.  Why should I have to waste 3 mechs to build that, and a dwarf's time, just to open a padlock?  Makes no sense to me, but I hear it works.  The game needs keys, keychains, and a jailor noble.

Pitting.

You could modify all of the specific species that are on your map as undead or necromancers to melt or boil at a low temperature, then load up and unpause the game and watch them all disappear. It would be unwise to use this method to annihilate dwarves, though, as it would not discriminate between friendly and other creatures. As such, you'd have to use "normal" methods to defeat any dwarf corpses or necromancers around but at least there wouldn't be many corpse pieces for the remaining necromancers to use.

Basically, add the following to the end of a creature entry, and that creature will instantly vanish in a puff of pink vapor when you unpause the game:
Code: [Select]
[SELECT_MATERIAL:ALL]
     [BOILING_POINT:0]
     [STATE_COLOR:ALL:PINK]
     [STATE_NAME_ADJ:GAS:poof!]

Dwarf necromancer.

Destroy your entire fortress to kill one necro, worth it?

knutor

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Re: Will a necromancer siege leave?
« Reply #7 on: March 24, 2012, 05:24:29 pm »

Pitting.
Is their names in 06's now showing in the pit list?  Cool.  In 05 dwarf necros didn't show in activity zones.  Pits or Pens.  *shrug*
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.