After taking into account the advice provided in the comments of the previous post, now converting units involves negotiations that can easily wrong.
Now you get the option to negotiate with any captured, non-converted unit, including renascents. This means you are able to have a cooperative renascent but you still require to befriend him or her at your home base if you want them to accept you. When you choose to negotiate, you are basically sending an envoy like you would to an enemy territory, but your options are limited to converting the at the mentioned cost, or pressing the issue to either lower that cost or cause the negotiations to end in violence.
If the hostage becomes violent, you risk everything you risk when fighting as a defender, including the loss of the hostage, the loss of a territory, or even the destruction of your base. A victory or draw will result in the hostage being pacified once more. Other implications include the chance that high Local Tension and small home bases might more likely originate direct conflict, and the increased or decreased cost of conversion depending on the Terror (when using monster units) or Intelligence (when using non-monster units) of your unit compared to the hostage's.
More can be done here in the future, but it'd probably require writing content so we'll put it aside at least until this release is done.
I really love the world that your game has created, to the point that it inspired me to create a mod to Dwarf Fortress. It really just a couple of existing mods that I combined to give the right atmosphere.
ReplyDeletehttp://www.bay12forums.com/smf/index.php?topic=152878.0
Neat! I actually never experimented with df mods before, but I'll give this one a try as soon as possible. Hopefully I'll be able to give you some feedback back after all the one you've given me in the past.
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