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Author Topic: Rate of reanimation  (Read 5062 times)

ActnMoviHeroBoy

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Rate of reanimation
« on: February 15, 2012, 01:00:01 pm »

I think a lot of people are having trouble with how fast zombies come back to life. Here are my thoughts:

Reanimate at midnight with a full moon, or
Reanimate at the equinoxes and solstices. The middle of each season.

Discuss.
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Re: Rate of reanimation
« Reply #1 on: February 15, 2012, 01:07:32 pm »

I quite like the reanimation rate. Forces you to think about where you put everything, and how you engage threats. It is what it is - a new challenge to a game where everyone had tricks for everything.

Megaman_zx

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Re: Rate of reanimation
« Reply #2 on: February 15, 2012, 05:29:16 pm »

yeah, i like that my legendary adventurer has some variety to look foreward to, instead of an endless stream of dragons and titans.

Now there are legedary bandits and tombs and necromancer towers.
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IT 000

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Re: Rate of reanimation
« Reply #3 on: February 15, 2012, 11:30:14 pm »

Quote
yeah, i like that my legendary adventurer has some variety to look foreward to, instead of an endless stream of dragons and titans.

Only in DF are dragons considered boring and trite...

And arrows to knees are nothing special...
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Aspgren

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Re: Rate of reanimation
« Reply #4 on: February 16, 2012, 12:06:29 am »

I'd like an init option for the reanimation rate.

I wouldn't lower it but it would just be nice to have the option to do so.
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acetech09

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Re: Rate of reanimation
« Reply #5 on: February 16, 2012, 12:29:47 am »

And arrows to knees are nothing special...

Yeah? With the latest release, I've had about 50% of my adventurers die to pincushioning. A single bandit bowman will drop me to the ground with a single shot. They never seem to not do much damage. Either it's chipping a bone, shattering a joint, tearing guts, or piercing lungs... why never a simple tearing the muscle? Kobold crossbowmen are also a pain. I was exploring dungeons. I walk through a door, and FWACK!

*You have been shot and killed*

I go back with another adventurer. I see my body. Cool! FWACK!

*You have been shot and killed*

That kobold had been camping in the corner, and had headshotted both of them with one bolt each.

Ok. Back on topic to the initial question.

The reanimation rate could be slower, so it's more of having to guard the trash dump and less having corpses come alive in the arms of the garbage hauling dwarf. If DF had an order to automatically assign a soldier to every dumper so I wouldn't have that problem, I'd be fine, but the manual labor involved in escorting garbage hauling dwarves to pickup the corpses is a pain.
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kaypy

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Re: Rate of reanimation
« Reply #6 on: February 16, 2012, 10:03:04 am »

I would be thinking of:

a) bursts of reanimations, at relatively long intervals (every season or so, but unpredictably). The reanimations could be a corpse here and there, or every corpse in the fort, or anything in between at random.

along with

b) any kill or sever as a result of zombie inflicted wounds will reanimate quickly enough to potentially join the same fight (or raise havok in the infirmary if someone makes it back before dying)

Also, going by reports from the forums, things seem to be pretty binary- you either get endless hordes of zombies, or nothing. It would be nice if things were a little variable. Embark on the edge of a marginally evil area and you get a few zombies every few years. Set out for the middle of a 100% evil zone, on the other hand, and you get what you deserve, and deserve what you get.
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Neonivek

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Re: Rate of reanimation
« Reply #7 on: February 16, 2012, 12:21:20 pm »

Somewhat pointless as Toady is planning on making Zombies killable by "pulping" them.

Though I like "Reanimating" zombies as well that you just don't get out purely immortal zombies.

Hmmmm... maybe there should be both kinds of zombies.
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WillowLuman

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Re: Rate of reanimation
« Reply #8 on: February 16, 2012, 08:09:07 pm »

Right now, the only way to get rid of them is magma. If you kill them, they rise up again ad infinitum
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BurnedToast

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Re: Rate of reanimation
« Reply #9 on: February 16, 2012, 09:21:40 pm »

I agree 100% that the rate is just too damn high.

According to the kills page, my axedwarf killed an animated water buffalo hair 26(!) times before I could finish dragging it to the atom smasher and finally get rid of it (and even then, it animated again and almost walked off the smashing area before the bridge came down).

It's just silly. I like zombies and I like the idea of them getting back up, but at least give us a chance to do something about it first.
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Loud Whispers

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Re: Rate of reanimation
« Reply #10 on: February 16, 2012, 09:26:04 pm »

I agree 100% that the rate is just too damn high.

According to the kills page, my axedwarf killed an animated water buffalo hair 26(!) times before I could finish dragging it to the atom smasher and finally get rid of it (and even then, it animated again and almost walked off the smashing area before the bridge came down).

It's just silly. I like zombies and I like the idea of them getting back up, but at least give us a chance to do something about it first.

Just thought about dumping them in a hole?

I mean...

Really guys?

WillowLuman

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Re: Rate of reanimation
« Reply #11 on: February 16, 2012, 10:31:02 pm »

Still has to kill it 26(!) times before they can finish hauling it to the hole
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Neonivek

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Re: Rate of reanimation
« Reply #12 on: February 16, 2012, 10:51:23 pm »

Right now, the only way to get rid of them is magma. If you kill them, they rise up again ad infinitum

Ohh yeah right... temporary solution. We need one of those until pulping is put in the game.
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Thar

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Re: Rate of reanimation
« Reply #13 on: February 16, 2012, 10:52:04 pm »

Quote
Only in DF are dragons considered boring and trite...

And arrows to knees are nothing special...

Also in Dungeons & Dragons.
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WillowLuman

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Re: Rate of reanimation
« Reply #14 on: February 16, 2012, 11:50:00 pm »

completed construction of crematorium to get rid of zombies. It has 2 chambers of operation; one near refuse stockpile, garbage pit with bridges for flow control. The other is the entire outside world. Only way to be sure
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