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Author Topic: Rate of reanimation  (Read 5054 times)

ActnMoviHeroBoy

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Re: Rate of reanimation
« Reply #15 on: February 17, 2012, 10:23:23 am »

I realized if you're on a map that's not entirely evil biome, you can drop the corpses on the part that isn't and they never reanimate.
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irmo

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Re: Rate of reanimation
« Reply #16 on: February 17, 2012, 10:44:47 am »

I realized if you're on a map that's not entirely evil biome, you can drop the corpses on the part that isn't and they never reanimate.

Now that's interesting. Maybe worldgen should try to scatter little bits of evil biome around in non-evil territory, just so you can get surprise zombies if you accidentally kill or bury someone on cursed ground.

(And for later, some kind of spell/artifact/substance that creates a patch of corpse-animating evil territory? Fun!)
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Hyndis

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Re: Rate of reanimation
« Reply #17 on: February 17, 2012, 06:15:51 pm »

Now that's interesting. Maybe worldgen should try to scatter little bits of evil biome around in non-evil territory, just so you can get surprise zombies if you accidentally kill or bury someone on cursed ground.

(And for later, some kind of spell/artifact/substance that creates a patch of corpse-animating evil territory? Fun!)

Its not too hard to do that with some tweaking of the worldgen options. You can make it so that biomes are widely scattered rather than clumped up, meaning you could have unicorns on one side of your map and zombies on the other.

...and then if you move slain unicorns from the good side of the map to the evil side of the map, you would get zombie unicorns...
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Marble_Nuts

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Re: Rate of reanimation
« Reply #18 on: February 17, 2012, 08:49:02 pm »

...and then if you move slain unicorns from the good side of the map to the evil side of the map, you would get zombie unicorns...

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dirty foot

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Re: Rate of reanimation
« Reply #19 on: February 18, 2012, 12:56:15 am »

I realized if you're on a map that's not entirely evil biome, you can drop the corpses on the part that isn't and they never reanimate.
Sounds like some Pet Semetary Tom-foolery.
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kaijyuu

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Re: Rate of reanimation
« Reply #20 on: February 18, 2012, 02:58:07 am »

I think the reanimation rate is just fine, but killed undead should be turned to dust or something so they're not re-ressurectable ad infinitum.
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MasterMorality

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Re: Rate of reanimation
« Reply #21 on: February 18, 2012, 09:03:31 am »

I think the reanimation rate is just fine, but killed undead should be turned to dust or something so they're not re-ressurectable ad infinitum.
I think that's where the idea of 'pulping' comes into play.
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Di

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Re: Rate of reanimation
« Reply #22 on: February 18, 2012, 10:07:29 am »

Isn't reanimation rate random for each given world? I had one with a week, and in my current pauses feel somewhat longer.
But yes, there should be a way to kill zombie completely. Maybe some lesser dwarven magic? (Lesser means not so reality bending as atom-smasher) Some kind of dwarven priests or necromancers.
« Last Edit: February 18, 2012, 10:09:29 am by Di »
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dirty foot

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Re: Rate of reanimation
« Reply #23 on: February 18, 2012, 10:42:12 pm »

Isn't reanimation rate random for each given world? I had one with a week, and in my current pauses feel somewhat longer.
But yes, there should be a way to kill zombie completely. Maybe some lesser dwarven magic? (Lesser means not so reality bending as atom-smasher) Some kind of dwarven priests or necromancers.
Or maybe just give a permanent kill on all body parts when the body of origin is sufficiently wasted or dissected? Or maybe create some code that gives each reanimated body part an internal organ that causes death to the part when destroyed. I realize that might limit the fun and !!Fun!!, but unlimited zombie reanimation has too much of one, and not enough of the other.

I can't help but feel like body part proliferation and reanimation might be the reason behind the crazy world gen problems.
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RenoFox

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Re: Rate of reanimation
« Reply #24 on: February 19, 2012, 03:21:48 pm »

When someone kills a zombie, it would be logical to smash it into unraisable mess. It's quite silly that you can re-kill and re-reanimate a zombie anyway; why did it stop moving if it wasn't broken in the first place?

Bodies and bodyparts rising are fine, but when the undead are killed, it ought to be for good.

dirty foot

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Re: Rate of reanimation
« Reply #25 on: February 19, 2012, 04:42:57 pm »

When someone kills a zombie, it would be logical to smash it into unraisable mess. It's quite silly that you can re-kill and re-reanimate a zombie anyway; why did it stop moving if it wasn't broken in the first place?

Bodies and bodyparts rising are fine, but when the undead are killed, it ought to be for good.
This.
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GreatWyrmGold

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Re: Rate of reanimation
« Reply #26 on: February 20, 2012, 04:14:10 pm »

I think that zombies should re-animate a few times. Not infinitely, though, and each time they should be a bit weaker and easier to kill.
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