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Author Topic: so about the new zombies...  (Read 2547 times)

walkwithoutrhythm

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so about the new zombies...
« on: February 16, 2012, 03:34:34 am »

I embarked on a terrifying biome and was immediately disappointed to find that the most threatening thing was a still living anaconda. Several months Later, I glace at the unit screen to find a couple of tick men creeping soot zombies. I promptly send my newly drafted militia commander to dispatch them before they kill my livestock. He dies after failing to use his weapon and immediately comes back as a creeping soot zombie.

Here is where things start to get weird. I find that a few minutes later my former militia commander and the soot zombie are still fighting! They stopped after a few more minutes, but not before ripping off a few of each others limbs. This result was repeated when the rest of the animals and my dorfs were converted.

This could mean that the best anti zombie defense is... zombies!

As a side note, apparently dorfs that have their guts spilled drag have squiggles drag behind them (one of the zombies was so mutilated by his own creations that only a torso was left)
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thegoatgod_pan

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Re: so about the new zombies...
« Reply #1 on: February 16, 2012, 04:17:31 am »

I think the "creeping soot" parts means they are made by a passing evil cloud, which have been reported to be hostile to all things--even other cloud zombies
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Girlinhat

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Re: so about the new zombies...
« Reply #2 on: February 16, 2012, 04:28:56 am »

Soot Zombies appear to be a whole new breed of undead.  "Soot Thralls" seems to be the accepted term for... whatever these are.  They're still very poorly understood.  Science is needed to determine exactly how they work.

Sus

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Re: so about the new zombies...
« Reply #3 on: February 16, 2012, 05:02:54 am »

At least according to my observations, they randomly attack anything that comes within a certain distance of them.
A lot of my domestic animal thralls tore each other to pieces, eventually dying when they were decapitated. (Or possibly because they broke every single body part of the offending thrall.)

Fort got wiped by the remaining thrall horse though, so no ‼SCIENCE‼ yet on whether thrall corpses can reanimate as zombie zombies or not.
(On a related note: Has anybody killed a zombie more than three times? I've had a "wolverine corpse corpse" lying about... Will it become a wolverine [corpse]n after the nth death?)

For the infinite respawners, I posit two three possible suggestions:
magma dump (or atom smash) every non-used body part with extreme prejudice
or
the Cave-In Pit o' Annihilation™:
Code: [Select]
,,000000
Z,=== s0
Z, + 000
Z, # ,,,
,,,,,,,,

, = ground
  = empty space
= = bridge (retracts) (connected to a lever a safe distance away, obviously)
# = floor grate
Z = recycled post-organic ‼Fun‼
s = bait (ideally, pitted from above)
0 = wall preventing acces to bait from the sides
+ = after PULLING THE LEVER!, build floor tile here. If at first you don't succeed, build another.
I figure that would do it for non-flyers, no?

Although I fear that the pitted returnees may freak out the floor builder...  :-\

[edit] Alternative #4: find out if obsidian and ice still are the dwarf's best friends.
« Last Edit: February 16, 2012, 05:08:19 am by Sus »
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Girlinhat

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Re: so about the new zombies...
« Reply #4 on: February 16, 2012, 05:09:00 am »

Imma mod in a plant that causes blindness when eaten.  Should cut down on the amount of cancellation spam :D

Also, I hope everyone is happy now.  Everyone was like "zombies are weak, you just punch them and they turn to dust!"  And now...

Sus

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Re: so about the new zombies...
« Reply #5 on: February 16, 2012, 05:15:16 am »

Also, I hope everyone is happy now.  Everyone was like "zombies are weak, you just punch them and they turn to dust!"  And now...
QFT.

So, game still too easy for you guys? Perhaps someone could suggest that Toady make the syndrome mists and infinitely respawning goat hair piles appear on every biome. >:D
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Eoganachta

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Re: so about the new zombies...
« Reply #6 on: February 16, 2012, 05:17:43 am »

I had a cloud that deposited huge swathes of syndrome across the landscape and a bunch of badgers stumbled across it and slaughtered each other. It then got onto my livestock and things went down hill from there...
so the stuff is transferable. FOR !!SCIENCE!!
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Quote from: Loud Whispers
Giant Cave Spider Wagons. Where are your Gods now Goblins?
This minecart has more kills then every other weapon in the mountainhomes.
Quote from: Broken
every place i go ends covered in vomit
Quote from: Karnewarrior
WHERE DO YOU EVEN GET ENOUGH BABY FOR A PICKAXE? THERE ISN'T ENOUGH BABY.

Kilroy the Grand

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Re: so about the new zombies...
« Reply #7 on: February 16, 2012, 05:22:11 am »

Even though his soul has been claimed by death, his body still fights!
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

walkwithoutrhythm

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Re: so about the new zombies...
« Reply #8 on: February 16, 2012, 06:21:43 am »

What confused me was that the thralls stopped being hostile to each other after a few minutes of teeth exploding headbutts.
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Jelle

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Re: so about the new zombies...
« Reply #9 on: February 16, 2012, 08:15:25 am »

I've had the corpse corpse entities as well, strange stuff.

I made a moat and fillled it with dead body parts, that should put those zombies to productive use ^^
Still have to figure out what to do with flying zombies. Incineration?
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Girlinhat

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Re: so about the new zombies...
« Reply #10 on: February 16, 2012, 08:18:59 am »

Keep at it until the wings are chopped off.

walkwithoutrhythm

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Re: so about the new zombies...
« Reply #11 on: February 16, 2012, 08:46:21 am »

I wonder if animated wings fly?
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Girlinhat

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Re: so about the new zombies...
« Reply #12 on: February 16, 2012, 08:47:42 am »

[GRASP] or [HEAD]?

Jelle

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Re: so about the new zombies...
« Reply #13 on: February 16, 2012, 08:52:50 am »

Given that I just had a wolverine head run across a hill and somehow bite the dwarven soldier in the head, it would not surprise me.

Just how far does reanimation go? Do teeth reanimate? Because said wolverine head was smashed in and dozens of teeth scattered roun.
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Girlinhat

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Re: so about the new zombies...
« Reply #14 on: February 16, 2012, 08:57:42 am »

In theory, the teeth may.  There seems to be some inheritance of tags, where head hair inherits the [HEAD] tag and thus reanimates.  Teeth... well, you may end up with a legion of undead teeth.  However, no one has reported this yet, and plenty of people have had teeth broken, so I must assume that it doesn't happen.
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