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Author Topic: Nercomancer Invasions Requierments?  (Read 770 times)

Malroc The Valiant

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Nercomancer Invasions Requierments?
« on: August 04, 2020, 07:55:36 pm »

I set my pop limit to 50 for the current fort I'm building. I didn't think necromancer sieges had a population requirement, my understanding is that they can happen whenever. But every time I've gotten the dead walk notification its just three to five zombies in the same spot of my map, then they leave the second I unpause. It has happened at least 5 or 6 times in the last 5 years. Does this have to do with my population limit? I feel like I've seen that happen to a handful of Kruggs standard pop forts, but he normal get full sieges too. Does anyone know whats up with that?
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Shonai_Dweller

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Re: Nercomancer Invasions Requierments?
« Reply #1 on: August 04, 2020, 11:22:24 pm »

Nope, no pop triggers. It's just one of those things which happens for some reason. It used to occur with old necro invasions when a living lieutenant was raised by the game accidentally. That was fixed, but new necro invasions have started showing the issue again. So, something in the new code which may or may not be related to the old fixed bug. But it could be many other things (the new follow-up invasion mechanic running low on troops maybe? Just a bad calculation somewhere?).

They'll turn up in force eventually in my experience.

(Krugg had a world literally full of necromancers. If one failed, another could easily turn up to take it's place).
« Last Edit: August 04, 2020, 11:24:30 pm by Shonai_Dweller »
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PatrikLundell

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Re: Nercomancer Invasions Requierments?
« Reply #2 on: August 05, 2020, 01:48:09 am »

Necro towers burned out quickly and easily in the previous version, and the still do. Most necro towers have a small pop, and once they're out of (cold?) bodies to send they just sit there. In other cases they raid every civ within range at the same time and get conquered before even showing up at your fortress (so, everyone but you, then).
However, the new necros can be extremely strong with thousands of experiment units that may be trap avoiding, building destroying, syndrome bearing, and/or flying (I haven't seen all of that in the same unit, but extremely fast trap avoiding building destroyers are really nasty).

To make reasonably sure they'll actually show up you should check their strength using Legends Mode info before embarking (I use Legends Viewer on exported Legends Mode data), and discount the puny 12 unit towers.

The Hello/Goodbye sieges are still a mystery, but the ones I've seen have had less than 10 units in them, so it might be some kind of minimum size issue (I've had cases where the whole siege consisted of the leader, with no other units).

And, as mentioned, there is no pop trigger for necros. They can show up in the first summer, and with building destroying experiments a door might not be sufficient to keep them out...
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Malroc The Valiant

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Re: Nercomancer Invasions Requierments?
« Reply #3 on: August 05, 2020, 12:35:19 pm »

Interesting, thanks for the info ya'll.

I've noticed that the hello/goodbyes only happen when there are a handful of invaders too. There have been necromancers or those sentient undead visiting my tavern every time a siege happens, could them being there have anything to do with the invaders instantly leaving?
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PatrikLundell

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Re: Nercomancer Invasions Requierments?
« Reply #4 on: August 05, 2020, 03:47:12 pm »

Probably not. Most or all of the necros and undead are probably villains, and I've gotten hello/goodbye sieges even though I teleport all villains into the magma sea as soon as they're detected entering the embark.
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Malroc The Valiant

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Re: Nercomancer Invasions Requierments?
« Reply #5 on: August 05, 2020, 04:31:43 pm »

Yeah I figured they were probably up to no good. Been a nice juicy artifact in the middle of my dining hall for a while, no one has tried to nab it though. One necro showed up wearing 8 artifacts. Definitely kept an eye on her.

My society seems kinda cool with the necros more or less. My dwarves pretty much exclusively worship the death and torture gods.

Normally I interrogate any undead visitors that come in, but with my 50 pop cap there have been no crimes, so I cant even que up interrogations. I'm not quite willing to DFhack them into the lava seas though. I can't wait for a better in game fix. I think the DM should try to solve cases on their own with some player input to keep things from getting too out of hand (I'm sure that already a planned feature down the road).

My civ has lots of necro factions around it but we have only actually gone to war with one of them. They seem particularly ambitious, they have at least 4 or 5 sight on my small 750 y/o world. I was wondering if its possible that my civ is culturally accepting of necros because of their death and torture worship? Literally 80%-90% of my visitors are necros or sentient undead (my custom visitor cap is the same ratio to the standard visitor cap as my custom pop is to the standard pop cap (hope I explained that right, stats is going to be fun next semester)). Are they really all just coming in scheming on my shit in force like that? My hope is that our cultures have kind of melded and that at least half of them arent up to anything, but maybe that's just wishful thinking.
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Strik3r

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Re: Nercomancer Invasions Requierments?
« Reply #6 on: August 05, 2020, 04:41:08 pm »

I will admit, i have little experience with Fort Mode, so this is just pure speculation but could the "hello/goodbye" sieges actually not be sieges that the game labels as such? Maybe the "siegers" are just traveling through? The logic being that the "siege" travels on the map, hits the loaded area of the fort because its in the way of their path, enters the map, tries to find the closest edge to leave the map, then disappears instantly because they are already at the edge of the map?
I'm fairly sure that fortmode is not spatially consistent with the rest of the world i.e. a unit can leave from the southern edge, even though their destination is to the north and still not enter the local map again, because the game places them to the north as soon as they leave the map or something like that.

The other possibility is that it is an actual siege, but the siegers are just retreating instantly because they consider themselves "defeated"? Or maybe the they quit because of some loyalty weirdness where the siegers are not enemies to the player's fort/civ, even though their entity(civ, necrotower, w/e) is?

Again, this is just speculation on my part. Late-night, tired-Strik3r, speculation... so dont take it too seriously
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PatrikLundell

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Re: Nercomancer Invasions Requierments?
« Reply #7 on: August 06, 2020, 02:27:51 am »

I've looked at the army data for hello/goodbye sieges, and their target have been my fortress. However, it might be that they somehow consider themselves defeated if they're too few when they arrive, in which case the bug is that they were sent out in the first place. It's not a loyalty thing, as the same entities that have sent "real" sieges can send hello/goodbye ones as well, and I believe I've seen some of the army leaders lead both real and hello/goodbye sieges.
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