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Author Topic: Retired Necromancers?  (Read 2338 times)

Terribleness

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Retired Necromancers?
« on: April 06, 2015, 11:34:57 am »

I am a little unfamiliar with Adventure Mode (as I mostly play Fortress mode) and hours of searching the wiki and forums have turned up nothing so I have a question.

Is it possible to create an adventurer who becomes a necromancer, retires, and then joins a player made fortress in fortress mode?

I know that an adventurer can join a fortress as a migrant, but I am unsure if a necromancer is likely to do so.

Maybe if I make them become a king/queen of the original mountainhome and upgrade my fortress to the mountainhome?
Or could I have them conquer a nearby settlement so they are in raiding distance? (Would they raid?)

I ask this because I have an excellent fortress site in a new world which has about every kind of resource I could want, but the only towers on the map are far to far away to ever raid it (meaning no chance of a necromancer in fortress mode). As zombies are a valuable commodity for training or "having special fun" (especially when combined with a Roc hatchery), I would really appreciate help with this.
« Last Edit: April 06, 2015, 11:38:22 am by Terribleness »
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"When you are trying to make a dragon roast and a necromancer raises the beef."

SaD-82

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Re: Retired Necromancers?
« Reply #1 on: April 06, 2015, 12:48:48 pm »

To all of your questions:
Yes.
Yes it's entirely possible.

For joining:
Either retiring this necromancer in a fort you've already started (there are some bugs related to retired adventurers in your own site - but they don't fire everytime) or, as you mentioned, retiring him in a site related to your fortress civ.

For raiding:
Exactly as you stated.
Retire at a settlement or site which is around your fortress. Had this happen some times. But be aware that zombies are really tough enemies - expect to loose quite some dwarves (and your rocs) if you aren't prepared properly (I'm speaking of zombie-dwarves and zombie-pets as a necromancer will animate everything in your own fort all the time without pause).
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Terribleness

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Re: Retired Necromancers?
« Reply #2 on: April 06, 2015, 01:57:18 pm »

Thanks for the help! Have any recommendations on which path would be easiest?
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SaD-82

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Re: Retired Necromancers?
« Reply #3 on: April 06, 2015, 04:58:36 pm »

Depends on how much FUN you want to have.
If it's just the existence of a necromancer in your fort, then retire one inside it.
In this case you don't have to rely on pure luck, waiting if a necromancer wants to settle in your home.

If you want to be raided then you have to find a suitable site in close proximity (this can be hard due to the randomness of world creation - or you mod your own site inside the game), you have to be sure that you aren't a member of your civ. You should (optionally) create some followers to get things rolling - this can end deadly, so be prepared.
And then you have to wait that the necromancer will attack. Maybe he does, maybe he doesn't

So, the first possibility would be the easiest way.
In getting one into your fortress game.
The rest won't be easy anymore afterwards.
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Max™

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Re: Retired Necromancers?
« Reply #4 on: April 06, 2015, 05:13:44 pm »

There are things you can do though, I've been having a lot of fun rerolling 17x17's with settings to give really varied elevation, 1600x1600 variation on savagery, balanced good/evil distribution, and my tweaks to keep goblin pops down. Sometimes I end up with worlds where the only survivors are necros, sometimes I catch it before they spiral and snag worlds that have three or four towers as possible neighbors at a given site.

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Terribleness

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Re: Retired Necromancers?
« Reply #5 on: April 06, 2015, 06:14:34 pm »

Well I just realized that this world has no necromancers and I just misread an evil forest title or something. I have 9 different demons, and I have no idea how many deities and NONE OF THEM have the sphere of death which means necromancers are impossible here because nothing can possibly generate a slab (I'm actually rather impressed by that).

So back to world generation until I can get another embark site with whip vines, sliver barb, sun berries, and fire clay... (generating the right biome mix is easy, getting sliver barb to actually spawn without "cheating", not so much).

Thanks for the help though, I'll try to settle one into my next embark rather than trying to embark near a necro tower (never had an issue with undead sieges, obsidian casting tends to deal with them just fine).
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"When you are trying to make a dragon roast and a necromancer raises the beef."