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Author Topic: We get attacked by necromancers, right?  (Read 8070 times)

Yoink

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Re: We get attacked by necromancers, right?
« Reply #75 on: May 16, 2011, 09:21:17 am »

I would not be surprised if that slab is simply there for future historic figures to become necromancers, or for adventurers to pawn it.

Fixed.
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Angel Of Death

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Re: We get attacked by necromancers, right?
« Reply #76 on: May 16, 2011, 09:23:01 am »

I really hope there's going to be a way to connect dead flesh to yourself with necromancy. It would be awesome to have 6 rotting arms.
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Golcondio

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Re: We get attacked by necromancers, right?
« Reply #77 on: May 16, 2011, 09:41:14 am »

I really hope there's going to be a way to connect dead flesh to yourself with necromancy. It would be awesome to have 6 rotting arms.
How long do you think it's going to take before someone starts connecting 100s of dead children's heads to their body?

BTW, I'm pretty sure that necromancy is one thing, and necrosurgery/necroimprovement is another: I don't think the latter is going to happen anytime soon... On the other hand (pun intended) it'd be hilarious if you could have a severed hand pet/minion, Addams style!
« Last Edit: May 16, 2011, 09:45:21 am by Golcondio »
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FrisianDude

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Re: We get attacked by necromancers, right?
« Reply #78 on: May 16, 2011, 09:49:30 am »

Or you kill a Rhesus Macaque and resurrect it as a pet. Tada, a Necromonkey.  :P
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Girlinhat

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Re: We get attacked by necromancers, right?
« Reply #79 on: May 16, 2011, 10:22:06 am »

Oh god the puns!  They burn!

Also, I wonder how history will affect our forts now.  Right now, history time mostly changes the engraving images in fort mode.  Less history means more fort happenings get engraved, more history means there's more lore and legend to engrave.  With zombie hordes, it may very well be that a very old world has nothing but zombies left!  The max worldgen time is a staggering 100,000 years I think, a far cry from the normal 50-200 that seem common.  Imagine, your fortress, your little clutch of drunken beard-balls, is the only scrap of intelligent life on the planet.  The rest of this greasy mudball we refer to as a planet, is undead.  Hundreds of thousands of miles, filled only with the shambling, trudging hordes that make their grizzly way from one necromancer's tower to another in their endless game of war, forever trading corpses as each battle progresses like ocean tides set to slow motion.

FrisianDude

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Re: We get attacked by necromancers, right?
« Reply #80 on: May 16, 2011, 10:49:43 am »

If I was one of those necromancers I'd branch out into something that can throw fireballs.
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Girlinhat

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Re: We get attacked by necromancers, right?
« Reply #81 on: May 16, 2011, 10:54:18 am »

Fire Imps, yes?  Zombie Fire Imp.  Just wait until you slay that one fire imp, and it suddenly reanimates, but only the hand!  And that hand throws a fireball and ignites your booze, and by extension your dwarves.  Or the other way around.

Psieye

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Re: We get attacked by necromancers, right?
« Reply #82 on: May 16, 2011, 11:16:43 am »

Also, I wonder how history will affect our forts now.  Right now, history time mostly changes the engraving images in fort mode.  Less history means more fort happenings get engraved, more history means there's more lore and legend to engrave.  With zombie hordes, it may very well be that a very old world has nothing but zombies left!  The max worldgen time is a staggering 100,000 years I think, a far cry from the normal 50-200 that seem common.  Imagine, your fortress, your little clutch of drunken beard-balls, is the only scrap of intelligent life on the planet.  The rest of this greasy mudball we refer to as a planet, is undead.  Hundreds of thousands of miles, filled only with the shambling, trudging hordes that make their grizzly way from one necromancer's tower to another in their endless game of war, forever trading corpses as each battle progresses like ocean tides set to slow motion.
The FotF thread had a Toady post saying he would consider a worldgen option to end worldgen exactly when a zombie apocalypse is happening - kinda like there's an option to stop worldgen when a certain percentage of megabeasts are dead.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Saiko Kila

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Re: We get attacked by necromancers, right?
« Reply #83 on: May 16, 2011, 12:26:09 pm »

I wish there was an option to become a necromancer. That way I could entomb 100 000 of skeletons in fortress mode, abandon fort, go there in adventure, open the tomb, raise the minions and conquer the world. Oh, the possibility of conquering the world would be necessary, but I hope it was planned anyway.
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Naz

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Re: We get attacked by necromancers, right?
« Reply #84 on: May 16, 2011, 12:32:26 pm »

I really hope there's going to be a way to connect dead flesh to yourself with necromancy. It would be awesome to have 6 rotting arms.
How long do you think it's going to take before someone starts connecting 100s of dead children's heads to their body?

Knowing us...about 5 seconds.

Walking avatar of infanticide...aside...the potential for every damned thing kill vetting back up just means I'll be using a whole lot more magma in my fortress defenses.
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Psieye

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Re: We get attacked by necromancers, right?
« Reply #85 on: May 16, 2011, 12:34:50 pm »

I wish there was an option to become a necromancer. That way I could entomb 100 000 of skeletons in fortress mode, abandon fort, go there in adventure, open the tomb, raise the minions and conquer the world. Oh, the possibility of conquering the world would be necessary, but I hope it was planned anyway.
Yes, that's all planned it seems. Depends what exactly you mean by "conquer the world" - if it's just annhilating every civ then players have been doing that for years in 40d. Becoming the political leader through force of every civ in the world may take longer to implement. Becoming a necromancer is a matter of Toady's prioritisation choices for when to put in an interface for the Interactions. Becoming the leader of an undead army (i.e. way bigger number of minions than in a 'party') may need to wait until deep into the Army Arc.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Saiko Kila

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Re: We get attacked by necromancers, right?
« Reply #86 on: May 16, 2011, 12:58:14 pm »

I wish there was an option to become a necromancer. That way I could entomb 100 000 of skeletons in fortress mode, abandon fort, go there in adventure, open the tomb, raise the minions and conquer the world. Oh, the possibility of conquering the world would be necessary, but I hope it was planned anyway.
Yes, that's all planned it seems. Depends what exactly you mean by "conquer the world" - if it's just annhilating every civ then players have been doing that for years in 40d. Becoming the political leader through force of every civ in the world may take longer to implement. Becoming a necromancer is a matter of Toady's prioritisation choices for when to put in an interface for the Interactions. Becoming the leader of an undead army (i.e. way bigger number of minions than in a 'party') may need to wait until deep into the Army Arc.

Yes, I was thinking about being a supreme leader of (mostly) living underlings. An emperor of sorts. King of kings.
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Ubiq

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Re: We get attacked by necromancers, right?
« Reply #87 on: May 16, 2011, 05:51:51 pm »

I wonder how dead something has to be before it could be raised. Say that somebody is fighting a Hydra and manages to stab a couple of the heads in the brain. Could those heads be raised and set on the remainder?
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Teneb

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Re: We get attacked by necromancers, right?
« Reply #88 on: May 16, 2011, 06:21:32 pm »

I wonder how dead something has to be before it could be raised. Say that somebody is fighting a Hydra and manages to stab a couple of the heads in the brain. Could those heads be raised and set on the remainder?
Only if they were chopped off, I think.
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Necro910

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Re: We get attacked by necromancers, right?
« Reply #89 on: May 16, 2011, 06:41:53 pm »

Also, I wonder how history will affect our forts now.  Right now, history time mostly changes the engraving images in fort mode.  Less history means more fort happenings get engraved, more history means there's more lore and legend to engrave.  With zombie hordes, it may very well be that a very old world has nothing but zombies left!  The max worldgen time is a staggering 100,000 years I think, a far cry from the normal 50-200 that seem common.  Imagine, your fortress, your little clutch of drunken beard-balls, is the only scrap of intelligent life on the planet.  The rest of this greasy mudball we refer to as a planet, is undead.  Hundreds of thousands of miles, filled only with the shambling, trudging hordes that make their grizzly way from one necromancer's tower to another in their endless game of war, forever trading corpses as each battle progresses like ocean tides set to slow motion.
The FotF thread had a Toady post saying he would consider a worldgen option to end worldgen exactly when a zombie apocalypse is happening - kinda like there's an option to stop worldgen when a certain percentage of megabeasts are dead.
Win.

Time to make a fort with only 8 people.

4 marksdwarves (Bill, Francis, Zoey, Louis) and 4 meleers (Coach, Ellis, Rochelle, Nick)
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