Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Disabling ghosts?  (Read 1668 times)

hagbard

  • Bay Watcher
    • View Profile
Re: Disabling ghosts?
« Reply #15 on: November 21, 2010, 04:02:11 pm »

There seem to be unsatisfiable and therefore irremovable ghosts. This happened in my fort: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3708
Now I have already 16 injured dwarfs (all by two ghosts), and the battering still goes on.
Logged

Dibuk

  • Bay Watcher
    • View Profile
Re: Disabling ghosts?
« Reply #16 on: November 21, 2010, 04:15:58 pm »

The migrants sacrificed to Armok seem to have a different opinion on the matter.
You could just revert to 0.30.16; it's fairly stable and doesn't have ghosts.

But you can't get nobles in .16, so that kinda sucks...
(I know you can wait (lock up the leader) to talk to the liason until the caravan have gone on thier way, but that only give the baron...)
Logged

Shoshomiga

  • Bay Watcher
    • View Profile
Re: Disabling ghosts?
« Reply #17 on: November 21, 2010, 04:29:31 pm »

Is there a way to trick the game into thinking my save was generated in .16?
Because apparently ghosts don't appear in saves generated in version 31.16.
Logged

Mantonio

  • Bay Watcher
  • Make Science!
    • View Profile
Re: Disabling ghosts?
« Reply #18 on: November 21, 2010, 04:36:24 pm »

Don't Sacrifice Migrants to Armok. Simple :)

But that's stupid.

Imagine if, for the sake of example, it was suddenly changed so every time you slaughtered an animal that dwarf caught rabies and died. Then when people complain about it, someone goes "Don't slaughter animals, simple!" That's you. You're that guy.

You elf.
Logged
Who's the greatest warrior ever?
A hero of renown?
Who slayed an evil ocean?
Who cast the Lich King down?
BILLY!

Shoshomiga

  • Bay Watcher
    • View Profile
Re: Disabling ghosts?
« Reply #19 on: November 22, 2010, 10:40:44 am »

Bump
Logged

kapusta

  • Bay Watcher
    • View Profile
Re: Disabling ghosts?
« Reply #20 on: November 22, 2010, 02:34:54 pm »

OK, so I haven't actually played the latest version with ghosts (so the answer to this may be obvious), but do they have a "range" of haunting, so to speak? That is, if a dwarf dies in a particular place, will his ghost appear anywhere on the map, or will it be confined to a certain area close to where he died? If that's the case, then you could just set up a special killing chamber for migrants that is far away from your main fortress.
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Disabling ghosts?
« Reply #21 on: November 22, 2010, 02:36:39 pm »

The one ghost I have seen spawned where he died. I havent made experiments with tombs and the like yet
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Disabling ghosts?
« Reply #22 on: November 22, 2010, 02:52:42 pm »

I would think that a massive sea of monuments to those sacrificed in his name would be a great way of honoring Armok...

I would think that the legions of the dead, the restless souls that haunt, wandering and bringing chaos to the world in his name is a great way of honoring Armok.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.
Pages: 1 [2]