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Author Topic: A compromise for the undead  (Read 6540 times)

NinjaBoot

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A compromise for the undead
« on: February 15, 2012, 11:39:50 pm »

Having unlimited respawning undead is cool honestly. 

However, it tends to get a little more than ridiculous when hair and skin are somehow managing to become undead and travel around. 

As some people have said, it should be limited to at most to bodyparts (hands, feet, etc), while things such as hair and skin should (in the case of skin) automatically rot and spread miasma (either instantaneously or very quickly), and in the case of both become useless to tan/spin into cloth. 


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Splint

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Re: A compromise for the undead
« Reply #1 on: February 15, 2012, 11:41:43 pm »

Having unlimited respawning undead is cool honestly. 

However, it tends to get a little more than ridiculous when hair and skin are somehow managing to become undead and travel around. 

As some people have said, it should be limited to at most to bodyparts (hands, feet, etc), while things such as hair and skin should (in the case of skin) automatically rot and spread miasma (either instantaneously or very quickly), and in the case of both become useless to tan/spin into cloth.

This. It actually makes sense.

Mr Frog

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Re: A compromise for the undead
« Reply #2 on: February 15, 2012, 11:50:32 pm »

I think that, instead of having a small trickle of corpses resurrected constantly, resurrection events should occur in short bursts, with a whole whack of corpses occasionally resurrecting at once with long-ish stretches of silence in between. This would at least give the player a reprieve between zombie attacks; killing the same weasel 4 times in a month wasn't exactly hard, but it sort of wore at my patience after a bit.

Also, shouldn't this go in Suggestions?
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Splint

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Re: A compromise for the undead
« Reply #3 on: February 15, 2012, 11:56:42 pm »

Now it should. Cause both were good ideas.

Mickey Blue

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Re: A compromise for the undead
« Reply #4 on: February 16, 2012, 12:48:06 am »

I tend to agree that while the idea of your dead rising up to seek revenge sounds cool at first having to kill a falcon fifty times a season lest it pester your dwarves isn't.. Fun.. IMO at least. 

I don't have a specific solution, and I'd hate to get rid of the idea all together, but I would support tweaking it some.
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Hyndis

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Re: A compromise for the undead
« Reply #5 on: February 16, 2012, 12:56:11 am »

I think it would be okay if there was a timer.

Maybe 1 month of time would be sufficient. That short enough that the dead just won't stay dead if you leave them alone, but its long enough to dispose of the corpses if you have free labor.
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Draignean

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Re: A compromise for the undead
« Reply #6 on: February 16, 2012, 01:00:24 am »

There was a relevant thread that just got busted that had a few gems buried in it, most are lost now but I did save my favorite.

He was probably right about raising rate being too fast(probably should be something like once a fullmoon or something)

This is brilliance, utter brilliance. For personal preference I'd want them to raise every moonless night (just for the rule of cool), but the lunar cycle does open a lot of options. It could be interesting if zombies could only vanquished under a full moon, or under a black moon for that matter. Silver weapons only could also have potential there too.

I actually kind of like the nearly instant turning after death, the eternal re-animation is the real bitch of it. Even if there was only, say, a 10% chance to actually kill for good with a standard weapon(or your could use a 90% chance to raise when killed to gain the same effect), it would improve the situation dramatically. 

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Nyxalinth

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Re: A compromise for the undead
« Reply #7 on: February 16, 2012, 01:01:48 am »

A timer would be great.  I was going to reply to other thread, but it disappeared as I was trying to reply.  Anyway, there's a huge difference between a big challenge for experienced players and the player being totally screwed from the first second of the embark practically.
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Splint

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Re: A compromise for the undead
« Reply #8 on: February 16, 2012, 01:02:51 am »

A timer would be great.  I was going to reply to other thread, but it disappeared as I was trying to reply.  Anyway, there's a huge difference between a big challenge for experienced players and the player being totally screwed from the first second of the embark practically.

This is true. Very true. Not always the kind of fun you want.

Aspgren

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Re: A compromise for the undead
« Reply #9 on: February 16, 2012, 01:04:08 am »

As I posted in the suggestions thread that adresses the undead:

An init option where you set how quickly the bodies animate would be nice.
I wouldn't use it, I would just like to have the option to.
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Splint

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Re: A compromise for the undead
« Reply #10 on: February 16, 2012, 01:05:03 am »

As I posted in the suggestions thread that adresses the undead:

An init option where you set how quickly the bodies animate would be nice.
I wouldn't use it, I would just like to have the option to.

That sounds pretty good.

Mr Frog

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Re: A compromise for the undead
« Reply #11 on: February 16, 2012, 01:07:31 am »

As I posted in the suggestions thread that adresses the undead:

An init option where you set how quickly the bodies animate would be nice.
I wouldn't use it, I would just like to have the option to.

That might be better as a worldgen setting, as from what I understand the resurrection frequency is defined within the procedurally-generated raising interactions which I'm assuming are stored in the world's save folder like the procedurally-generated critters are.
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Talvieno

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Re: A compromise for the undead
« Reply #12 on: February 16, 2012, 01:11:34 am »

I second just about everything in this thread. :thumbsup: Larger bodyparts only, and only once every full moon? Sounds good to me. A larger burst would give you time to prepare, and more of a challenge when it happened.
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twilightdusk

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Re: A compromise for the undead
« Reply #13 on: February 16, 2012, 01:13:43 am »

A timer would be great.  I was going to reply to other thread, but it disappeared as I was trying to reply.  Anyway, there's a huge difference between a big challenge for experienced players and the player being totally screwed from the first second of the embark practically.

This is true. Very true. Not always the kind of fun you want.

I feel the need to point out that someone not prepared to deal with constant zombies could just not embark in an evil area....

that said, this does seem like a good compromise, tying it to the moon cycle can make a clear visual indicator for the player too.
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Draignean

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Re: A compromise for the undead
« Reply #14 on: February 16, 2012, 01:14:04 am »

As I posted in the suggestions thread that adresses the undead:

An init option where you set how quickly the bodies animate would be nice.
I wouldn't use it, I would just like to have the option to.

That might be better as a worldgen setting, as from what I understand the resurrection frequency is defined within the procedurally-generated raising interactions which I'm assuming are stored in the world's save folder like the procedurally-generated critters are.

*Blink*

So there's a possibility that we're already able to alter them if we can find the right line?
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