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Author Topic: Guardians of Armok  (Read 1166 times)

MightyPaladin

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Guardians of Armok
« on: October 15, 2013, 07:07:42 pm »

are these supposed to show up with immigrant waves?  Because I've got two of them now and I haven't even made it into the third year.
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in times of peace nothing so becomes a man as modesty and humility, but when the blasts of war ring in your ears, then imitate the actions of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.

Meph

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Re: Guardians of Armok
« Reply #1 on: October 15, 2013, 09:48:36 pm »

No, they shouldnt. Do you have any duplicate raws, or an errorlog? Can you order them from the liaison?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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MightyPaladin

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Re: Guardians of Armok
« Reply #2 on: October 16, 2013, 02:50:10 pm »

if there's a duplicate raw, it isn't something I did manually.  All the changes I made I did through the masterwork settings application.  I couldn't order them through the diplomat
I added the "hard" fort defense races.

It only happened in that one game.  Now I wish I'd kept the save.

The errorlog consists of a page of carp failing to path correctly, ex:

path fail: carp,239,219,68 -> 220,215,68: Id #16221:Path Goal Flee Terrain:Station None at 238,219,68



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in times of peace nothing so becomes a man as modesty and humility, but when the blasts of war ring in your ears, then imitate the actions of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.

Urist McTeellox

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Re: Guardians of Armok
« Reply #3 on: October 19, 2013, 07:58:19 pm »

I have two in my first year Orc Fortress. They didn't arrive via migration, though. v.4b

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~ T
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Panopticon

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Re: Guardians of Armok
« Reply #4 on: October 19, 2013, 10:04:05 pm »

I'm finding it trivially easy to "Please Armok with a massive offering" and get as many Guardians as I want, making fortress defense pretty simple. I have ten stationed at my gates and they pretty much bludgeon every siege to death by themselves, usually with pants, breastplates, and masks that they take off of their enemies. Which at least is funny but I think it is a bit unbalanced.
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Urist McTeellox

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Re: Guardians of Armok
« Reply #5 on: October 19, 2013, 10:14:17 pm »

Since creatures in DF can age and die, I suspect one possible way to prevent imbalances is to give guardians a really short lifespan. I would suggest no longer than a year. So you can do the rituals to get one, but you have to keep doing said rituals to maintain them. It also means that digging one up in a newbie fort isn't going to be as unbalancing. You might have a great tank to hide behind for a year, but it's only one year.

Although on that note, I'd actually suggest changing the archaeology drop to be a golem, rather than a guardian. They're tough, but not unbalancing.

In an ideal world, I'd have rising costs for each summoning of a guardian, requiring a bigger offering every time. That means you can't use them as a long-term defence strategy, because they'll just become too expensive. However having a temple with an offering prepared does make a good 'emergency button' if you really need it.  (However I don't know how possible this is from a modding standpoint...)
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Panopticon

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Re: Guardians of Armok
« Reply #6 on: October 19, 2013, 11:35:35 pm »

My Guardians are also growing attached to the items they take from their foes, I think they might start giving them names soon.
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