Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: a biome where reanimation requires farmable tiles, which it sterilizes  (Read 678 times)

catenate

  • Bay Watcher
  • Dabbling Modder
    • View Profile

I think people would play an intermediate between reanimating every
dead creature in a biome (which some people don't bother to play,
as you can't interact with it and live), and no reanimation at all
(which some would like to play against).  I'd like to suggest that
reanimation changes the environment in a way which recharges
either slowly, never, or only with dwarven intervention (because irony).

My basic idea is that reanimation steals life force, so there has to
be life force around the reanimation for it to occur.  If, for example,
a tile can grow something on it (either natural outside, dug soil,
cavern, or inside watered stone), then that ability to nurture life
can be stolen to reanimate something.  The farmable tile becomes
sterile until it is re-irrigated (by water rain, or dwarven irrigation).
So, a dwarf raising food to eat in an evil biome creates the conditions
re-animation needs to occur, as does the ordinary rain and water flow
that cleans up nasty splatterings.
Logged
Couverture: A chocolate-covered mod brings you a dark chocolate figurine of the deity of agriculture looking offended.

aban avuzsazirmafol tunur … kib saziradilîton kezkďg ugoshódkelid shatagistrath … kirondatanavuz ustosteshkad angngotololum―Bomonolthîkut fragments