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Author Topic: Four necromancers.  (Read 4831 times)

Kilroy the Grand

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Four necromancers.
« on: February 17, 2012, 01:52:34 am »

I have 4 of them, just sitting in my cage depot... just chilling.

What can I do with these?
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Anathema

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Re: Four necromancers.
« Reply #1 on: February 17, 2012, 02:04:05 am »

Dig out and decorate an elaborate second fort - a "necropolis", if you will - deep beneath your current fortress, with a few open shafts leading down to it. Release all necromancers into it. When anything in your fort dies - dwarf, pet, invader, whatever - pit the body down a shaft into the necropolis. Once your necromancers have raised a sufficiently large zombie "population" to inhabit the necropolis, you can start dumping live invaders down there for them to play with. You can even toss the occasional noble with an awkward mandate (or useless peasant) down there for your amusement. Imagine entire goblin squads dumped down there together, reinacting Resident Evil (first movie in particular).
« Last Edit: February 17, 2012, 02:06:35 am by Anathema »
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Sus

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Re: Four necromancers.
« Reply #2 on: February 17, 2012, 02:31:57 am »

Dig out and decorate an elaborate second fort - a "necropolis", if you will - deep beneath your current fortress, with a few open shafts leading down to it. Release all necromancers into it. When anything in your fort dies - dwarf, pet, invader, whatever - pit the body down a shaft into the necropolis. Once your necromancers have raised a sufficiently large zombie "population" to inhabit the necropolis, you can start dumping live invaders down there for them to play with. You can even toss the occasional noble with an awkward mandate (or useless peasant) down there for your amusement. Imagine entire goblin squads dumped down there together, reinacting Resident Evil (first movie in particular).
This. I suggest a drawbridge setup over a pit leading to the Kingdom of the Dead so any invaders can be dropped in with the pull of a lever.

(Just make damn sure they have no way into the fortress proper, lest things get ‼Fun‼...)
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Kilroy the Grand

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Re: Four necromancers.
« Reply #3 on: February 17, 2012, 02:42:20 am »

Oh jeez, I knew I shouldn't have embarked next to 8 towers, The necromancers just won't stop coming. I'm keeping the necromancers busy by feeding them children.
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

HmH

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Re: Four necromancers.
« Reply #4 on: February 17, 2012, 02:43:17 am »

EIGHT towers? How did you get a world like that?

Kilroy the Grand

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Re: Four necromancers.
« Reply #5 on: February 17, 2012, 02:58:34 am »

EIGHT towers? How did you get a world like that?

I don't know, I just genned a large world.



Right now I have about 10 necromancers
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Knigel

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Re: Four necromancers.
« Reply #6 on: February 17, 2012, 03:07:24 am »

Oh jeez, I knew I shouldn't have embarked next to 8 towers, The necromancers just won't stop coming. I'm keeping the necromancers busy by feeding them children.

They're probably all invaded because they're pissed you're lowering their property values.
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Kilroy the Grand

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Re: Four necromancers.
« Reply #7 on: February 17, 2012, 03:13:25 am »

The funny thing is, they only come one or two at a time with maybe a zombie or two.
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

slawr34

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Re: Four necromancers.
« Reply #8 on: February 17, 2012, 04:44:27 am »

I'm keeping the necromancers busy by feeding them children.
LOL,
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Just build up a decent military, then sally forth and kill them one by one.
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I'm keeping the necromancers busy by feeding them children.

miauw62

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Re: Four necromancers.
« Reply #9 on: February 17, 2012, 04:48:18 am »

8 towers? you should upload that save!
its perfect for !!science!! !

other then that, i support the necropolis idea completely.
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Ubiq

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Re: Four necromancers.
« Reply #10 on: February 17, 2012, 06:13:52 am »

Alternate proposal to the necropolis -

Zombies of the Damned:

1. Dig down into the depths.
2. Create a field of spike traps linked to levers.
3. Put Necromancers nearby. Link their cages with levers.
4. Dig into Hell itself.
5. Throw trap levers after a few seconds to create a bunch of corpses.
6. Release the Necromancers.
7. Sit back and watch the fun.
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Elf Lover

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Re: Four necromancers.
« Reply #11 on: February 17, 2012, 08:55:06 am »

Place all four necromancers in a moat around your fortress, uncaged. Drop corpses into moat.

ZOMBIE MOAT.
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DoctorMonch

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Re: Four necromancers.
« Reply #12 on: February 17, 2012, 08:55:50 am »

Make a sitcom about the hilarious antics they get in to.
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Kessadir

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Re: Four necromancers.
« Reply #13 on: February 17, 2012, 09:58:22 am »

Spoiler (click to show/hide)

Its a little offtopic, but that tileset of yours...
Which one is it?  :D
« Last Edit: February 17, 2012, 10:01:05 am by Kessadir »
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Gigmaster

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Re: Four necromancers.
« Reply #14 on: February 17, 2012, 10:12:42 am »

That's the Phoebus tile set. I'm using it myself for the first time in .34, and I'm suitably impressed. I'd say it's a toss-up between his and the Ironhand toolset.

As for the necromancers, I'd suggest doing some !!SCIENCE!! with them. Of immediate value would be knowing what their animate dead range is - I still haven't heard conclusively whether or not they need line of sight to do it, or if it's just a circular or spherical burst around them.

And naturally enough, ways to kill them needs testing. Drowning, hot steam, falling, dropping thirty tons of rock near (or on) them, atom smashing, magma mist, naked War moles... you get the idea.
« Last Edit: February 17, 2012, 10:16:07 am by Gigmaster »
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