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Author Topic: Undead and the disposal thereof  (Read 1245 times)

Naz

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Undead and the disposal thereof
« on: November 17, 2012, 02:43:19 pm »

Quick question: How do you destroy undead? Ive got an animated dog corpse in my dump right now, luckily it cant get out but I've poured magma on it and the damned thing still wont die, its been on fire for a good week or two. Any ideas?
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AutomataKittay

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Re: Undead and the disposal thereof
« Reply #1 on: November 17, 2012, 02:45:33 pm »

Magma won't kill the undeads due to flesh and stuff not having melting/evaporating point tag :D

Cage it and atomsmash it's the best way to go, I believe! Or dumping it into a vent into the magma flow, which destroys everything.
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TKGP

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Re: Undead and the disposal thereof
« Reply #2 on: November 17, 2012, 02:47:28 pm »

You can kill them with military and then burn the corpses before they reanimate, though it's a bit too late now. Bridges, obsidian, or cave-ins will do nicely in any case.
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Naz

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Re: Undead and the disposal thereof
« Reply #3 on: November 17, 2012, 02:52:37 pm »

spectacular...I just started so I'm not sure Ive got the resources for that...lemme try obsidian
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Naz

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Re: Undead and the disposal thereof
« Reply #4 on: November 17, 2012, 03:03:53 pm »

Oh yea, follow up. Whats the best military configuration for...lets call it "zombie pacification" my military usually consists of a mix of hammerdwarves and axedwarves, are swords a better choice or should I stick with the highly scientific method of "bash it with something heavy til it ceases to be an issue"?
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AutomataKittay

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Re: Undead and the disposal thereof
« Reply #5 on: November 17, 2012, 03:07:07 pm »

Sword tend to lead to extra parts, judging from how you could manage to get an isolated undead from dumping, it's probably an evil animating biome. Smack it until it stop wiggling, at least for a bit :D
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Loud Whispers

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Re: Undead and the disposal thereof
« Reply #6 on: November 17, 2012, 03:37:54 pm »

Sword tend to lead to extra parts, judging from how you could manage to get an isolated undead from dumping, it's probably an evil animating biome. Smack it until it stop wiggling, at least for a bit :D
For creatures with a lack of grasp tags like dogs, axes and swords are probably better, since they'll reduce the corpse to just a corpse head. A head on its own is a great deal less deadly than an entire dog. For things like sea monsters, you'll probably want hammers, spears and crossbows for sake of convenience.

GiglameshDespair

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Re: Undead and the disposal thereof
« Reply #7 on: November 17, 2012, 05:25:37 pm »

Kill it with crossbows while it's submerged in magma. Then the corpse burns away in the magma before it can re-resurrect.
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Tirion

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Re: Undead and the disposal thereof
« Reply #8 on: November 18, 2012, 08:36:35 am »

Mod the raws to give flesh and bone a melting point  :D
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wagawaga

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Re: Undead and the disposal thereof
« Reply #9 on: November 18, 2012, 09:45:46 am »

Mod the raws to give flesh and bone a melting point  :D
I do this. It's unacceptable for something to survive the dwarven fix-it-all solution.
Spoiler (click to show/hide)
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JibberZen

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Re: Undead and the disposal thereof
« Reply #10 on: November 18, 2012, 10:15:12 pm »

Here's the short version of what's below:
Spoiler (click to show/hide)

Getting rid of the undead has been a big issue for my current desert fortress. Primarily because I embarked along a river in a region that had two necromancer towers relatively nearby. At first it started with the mysterious and seemingly spontaneous rise of undead mussels at the fishery workshop.

I was confused at first since I could find no necromancers listed on the units list and I was not in an evil biome (the previous evil biome I tried embarking in rained vomit almost constantly). The solution came in the form of my first militia commander who racked up an incredible kill count repeatedly slaying undead mussels so workers could carry them inside and into the atom-smasher garbage disposal room. Interestingly enough no remains would reanimate as undead once inside, so I started wondering if maybe somehow evil weather was occurring there for some reason.

Then the vultures my hunters/guards were killing started coming back as zombies. It was only a few at first, but over a few months it spread to the above ground butchery. Picture a fire elemental going into a small/medium fireworks shop and you'll have a pretty close comparison to the level of fun that quickly sparked when that happened.  :o

Well, it took a few in-game weeks to clean up that mess with my militia working around the clock to keep re-killing zombies of nearly every animal body part you could imagine finding in a desert river area. I even lost a few war dogs, with one being one-hit killed by a zombie hair ramming itself through the dog's skull. No, not a rabbit (hare), a hair like what you find on your head. Anyways, my workers were able to slowly move all the body parts inside while the militia fought a nightmarish foe of zombified body parts.

Immediately after this I had my dwarves build a hut around/over the butchery in hopes of ending the threat of this happening again if it were weather causing it. However, it wasn't long after this that I learned the real reason why I was being plagued by this problem.

Maybe a few months later I started being besieged regularly by massive armies of the undead.

When you're besieged by 100-200+ undead being led by 2-3 necromancers it becomes dangerous and impractical to slay them with a militia and have workers carry the bodies to the underground atom-smasher. Luckily I had a wall around my fortress to keep them at bay, but I couldn't let just them loiter on my lawn and drive away caravans.

The solution I found was to build a bottle neck at one of the entrances and fill it with cage traps (maybe around 20 or so). After that was a narrow hall leading to two doors I could keep locked, but protected by several weapon traps loaded with serrated metal discs to maximize the carnage against invaders. Once the cages were filled and the traps close to needing cleaning I would close the bridge to that entrance and have my workers clean it up after the militia took care of any stragglers.

I then had the undead dropped down a pit that was about 12 z-levels deep and had an atom-smasher at the bottom of it. Any zombies that didn't explode on impact were then destroyed by the atom-smasher.

Luckily this worked on plenty of the necromancers too, which kept the undead outside the fort from being raised again after the execution of the necromancers for their crimes against life and property value.

Essentially, every few months I have to spend a few months slowly caging/shredding/dumping/atom-smashing undead and then deploying my main militia to clean up the rest once the remaining necromancers flee and there are only 20-30 or so undead left.

However, one big problem I've encountered with this disposal method is that despite the records showing the undead dwarves who make up part of the necromancer's army being from other dwarven civilizations my dwarves still treat them as though they are dead members of their own civilization. As such, the game will not allow me to dump them into the pit-of-doom or remove them from the cages to kill in other ways so I can reuse those cages. This means either dumping the entire cage into the atom-smasher room or connecting several cages to a lever to release them.  :-\
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Seraphim342

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Re: Undead and the disposal thereof
« Reply #11 on: November 19, 2012, 08:55:11 am »

Hammers are definitely the way to go.  Edged weapons just end up resulting in exponential zombies.  Atom-smashing and burning corpses works well after the hammerdwarves (or hammer weapon traps) knock them out. 

A 1-wide entrance catwalk lined with hammer traps work well, and can be automated by lining the pit to either side on the bottom with atom-smashers.  Those that don't get killed outright have a good chance of getting knocked off, or dodging off. 

Just be aware that atom-smashing won't work with larger zombie creatures.  Pray you never have to deal with zombie whales.  That was probably the most terrifying experience I've ever had in any video game, ever.
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omg_scout

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Re: Undead and the disposal thereof
« Reply #12 on: November 19, 2012, 09:54:42 am »

Double barrel shotgun and silver bullets.

In dwarven world though, we use more sophisticated quantum technology, atom smashers.
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Naz

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Re: Undead and the disposal thereof
« Reply #13 on: November 19, 2012, 12:46:49 pm »

I really appreciate all the solid advice here guys. I consider myself a fairly experienced dwarf wrangler but evil biomes are the one thing I've never attempted. I'm thoroughly out of my depth on this. Anyone got any good strategies for starting out on an evil biome? I've managed to find a really awesome spot, tons of iron ore, a river source, entire layers of flux, sand and clay and a magma pipe that extends to the first cavern layer. The issue is that I get jumped by undead almost immediately.
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i2amroy

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Re: Undead and the disposal thereof
« Reply #14 on: November 19, 2012, 12:55:01 pm »

Anyone got any good strategies for starting out on an evil biome? I've managed to find a really awesome spot, tons of iron ore, a river source, entire layers of flux, sand and clay and a magma pipe that extends to the first cavern layer. The issue is that I get jumped by undead almost immediately.
1)Don't bring any animals. It just increases the chance of pulling some undead's attention down on your fortress, as well as providing more fodder for an undead spiral.

2)Bring at least 5 of your 7 dwarves with military skills. They need to be able to provide a defense if necessary. (As a side note if you sink a point or two into the teacher skill for each of your military dwarves then you can super-boost your military setup with demonstrations that actually do something instead of requiring lots of sparring.)

3a)If your plan is to dig down and wall yourself off then bring as few items as possible to promote fast hauling into the safe zone.
3b)If your plan is to just wall yourself off, then consider bringing like 30 stone and give each of your dwarves a point or two in mason. That will help you put up a wall around your wagon as quickly as possible. (Don't forget to roof it off afterwards to protect yourself fro contaminant rain!)

4)After a failed embark and about 1-2 failed reclaim attempts just regenerate the world and re-embark. At that point the number of dwarven zombies makes it nigh impossible for any new attempt to survive past the first day or so, so you are usually better of just regenerating and re-embarking to clear out the zombies.
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