Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: forensics  (Read 411 times)

Dok Enkephalin

  • Bay Watcher
    • View Profile
forensics
« on: August 27, 2010, 03:09:00 pm »

Sometimes coming across a corpse makes you wonder, "Did I do that? Or...is something out there?" In most cases, a little description the layperson could make some sense of would be enough, ie: "This Giant Rat looks like it's skull was pummeled with a heavy spiked weapon." ("Oh, Urist McHatesrats did that. Get back to work everyone!") But a more exotic predator or rampager could leave corpses that would make a drunken miner shit himself with bewildered terror. Then you'd need a specialist to examine it and tell you what exactly you need to be shitting yourself over, and in which direction to layer on extra defenses.
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: forensics
« Reply #1 on: August 27, 2010, 03:27:24 pm »

Some sort of "forensic report" has been suggested with variations upon the general theme quite often, lately.  You might want to look in on this one, for starters, although that speaks more to Dwarf Mode than Adventure Mode.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Dok Enkephalin

  • Bay Watcher
    • View Profile
Re: forensics
« Reply #2 on: August 27, 2010, 07:13:01 pm »

Seems like this suggestions could be implemented together, but isn't quite the same thing. It's not about seeing death mementos on your dwarves/adventurers, but figuring out from discovered remains just what may be lurking in the caverns with you, which could be good to know in either Fortress or Adventurer mode.
Logged