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Author Topic: A compromise for the undead  (Read 6634 times)

Wastedlabor

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Re: A compromise for the undead
« Reply #30 on: February 16, 2012, 11:37:56 am »

I like zombie skins. They are like one of the monsters in Amnesia. :o
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Hyndis

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Re: A compromise for the undead
« Reply #31 on: February 16, 2012, 11:54:53 am »

An init timer setting would probably be the best of both worlds for how quickly they reanimate, that way you could have then reanimate instantly, or you could even have it be years between reanimations, or whatever you prefer.
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Loud Whispers

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  • They said we have to aim higher, so we dug deeper.
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    • I APPLAUD YOU SIRRAH
Re: A compromise for the undead
« Reply #32 on: February 16, 2012, 12:02:14 pm »

I like zombie skins. They are like one of the monsters in Amnesia. :o

*Sigh*

Paper > Rock

Living wall of skin > Dwarf

Premium

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Re: A compromise for the undead
« Reply #33 on: February 16, 2012, 12:20:33 pm »

If you manage to get a somewhat established fort you can deal with the problem somewhat effectively by walling around your refuse stockpile and putting a few serrated disc traps at the entrance. I also added a few to the butcher shop/tanner and at a couple strategic chokepoints along the way. Eventually the corpses stay dead long enough to get hauled to the refuse stockpile and then they just needed to be dragged back in off the traps every now and then.
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