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Author Topic: Coffins: Cause of Death/Profession  (Read 2407 times)

sebs

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Re: Coffins: Cause of Death/Profession
« Reply #15 on: September 15, 2010, 02:49:04 am »

I was about to post pretty much the same suggestion, but I found this old thread instead :).

I'd love to see the darves' relationship to the buried taken in account here. If the deceased had many friends, the engraving might read "Died while heroically fighting a cave crocodile" - or, if he was totally unpopular "He tried to flee from a cave crocodile".

The engraver's relationship could make another factor, e.g. if they were good friends, there is a higher chance to engrave a masterpiece because of the extra effort put into it.

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AngleWyrm

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Re: Coffins: Cause of Death/Profession
« Reply #16 on: September 15, 2010, 03:05:26 am »

I love this idea. I don't really have anything to contribute but a vote for it :)
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jei

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Re: Coffins: Cause of Death/Profession
« Reply #17 on: September 15, 2010, 05:08:17 am »

Perhaps this should be included in as coroner task work for the medical people?

Find cause of death, "blunt object trauma" etc... CSI work... And maybe some detective work for the sheriff, who goes around to find out "who dunnit"?

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zilpin

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Re: Coffins: Cause of Death/Profession
« Reply #18 on: September 15, 2010, 09:53:16 am »


+1.

Excellent idea.  All the history information is already stored, no new skill handling is needed.  It could simply be a user interface change without any of the engraver task complication, or CSI weirdness.
Just show the history of the dead dwarf.
Brilliant!
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Farthing

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Re: Coffins: Cause of Death/Profession
« Reply #19 on: September 15, 2010, 03:01:02 pm »

cool idea. Should probably be nice and simple, auto-generating a description and with an AI selected item. Does this have an endless poll vote yet? Also, remember to update your votes periodically.

sebs

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Re: Coffins: Cause of Death/Profession
« Reply #20 on: September 16, 2010, 03:30:56 am »

How about "engrave pretty much any object / craft that is made of stone"?
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zilpin

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Re: Coffins: Cause of Death/Profession
« Reply #21 on: September 23, 2010, 11:15:39 am »

Quote
How about "engrave pretty much any object / craft that is made of stone"?

Now THAT'S the right idea.
Let stone detailers engrave on anything, similar to how gem setters encrust items, perhaps?
Less code to write, and less focused, than a whole 'burial arc' of development.  And, more useful.

I think Sebs is on to something  +fine+  there.
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Igfig

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Re: Coffins: Cause of Death/Profession
« Reply #22 on: September 23, 2010, 02:47:27 pm »

This is all excellent.

While it would be nice to allow any item to be engraved, I think that would be counterproductive to the goal of giving dwarves epitaphs.  What would end up happening is that people would engrave the coffins with arbitrary images (since nobody's buried in them yet), and dead people would end up in sarcophagi covered in salmon.

For burial goods, I'd say to calculate the dwarf's single favorite possession and bury it with them.  The criteria would be (in order of decreasing importance):

1. Attachment to item ("Urist Soldierdwarf has become attached to a dog leather cap!")
2. Item satisfies more of dwarf's preferences than other items ("Urist Soldierdwarf likes dog leather, caps, and menacing spikes.")
3. Item is more valuable than other items.  (Dog leather cap: 100,000,000 dwarfbucks)

The game would start by looking at the first criterion.  If the dwarf has no possessions that satisfy that criterion, go on to the next one.  On the other hand, if the dwarf has multiple possessions that satisfy that criterion, use the next one to break any ties.  Repeat until an appropriate item is chosen.

PTTG??

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Re: Coffins: Cause of Death/Profession
« Reply #23 on: September 24, 2010, 12:58:09 am »

The OP is good. I also feel that dwarves should have funeral goods- but let's look at real tokens and items; food, valuables, ceremonial weapons, clothes, and favored items... and, of course, symbolic items, like statuettes of cattle or soldiers to provide beasts of burden and warriors in the next world.

So, attached items, clothes, weapons, maybe food, definitely coins and gems, and certainly all kinds of finished goods like toys and musical instruments.
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Acanthus117

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Re: Coffins: Cause of Death/Profession
« Reply #24 on: September 24, 2010, 02:48:44 am »

A great idea, I'd love to see it implemented bro
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Re: Coffins: Cause of Death/Profession
« Reply #25 on: September 24, 2010, 03:04:05 am »

Twould finally be a reason to mint some coins. And give us summat to do with the billions of *Chalk Tankards* lying around
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zwei

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Re: Coffins: Cause of Death/Profession
« Reply #26 on: September 24, 2010, 06:46:16 am »

From pure gameplay perspective, i would love to know a bit more about deceased civillian to be able to react to it:

* Enabled skills he had at moment of death
* Skill totals.
and, of course cause, but that is not as important.

One of bad things about bad dying is you just can't remeber: hmm, what was he doing actually? What will my fort miss? What do i need to enable on his replacement(s)?

Seeing short "CV" of deceased dwarf should help a bit to manage stuff like that.
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