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Author Topic: Notes from a Necromancer's tower *spoilers*  (Read 7093 times)

thegoatgod_pan

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #30 on: November 29, 2010, 07:06:48 am »

I'll try with ice, i've got that set up already
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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?

neek

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #31 on: November 30, 2010, 02:04:33 am »

I doubt ice will work. My first encounter with a ghost was from a miner who fell into a pond when it melted. It was in there when it froze again in mid autumn. A confirmation, however, will be nice.
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thegoatgod_pan

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #32 on: November 30, 2010, 02:12:40 am »

No luck getting them frozen, or at least no body left behind, even goblins don't give death announcements when encased in ice though, so probably not possible. Still if they get coatings, is is possible to sever limbs?  Has anyone ever succeeded in adventure mode? Need more scientists.
« Last Edit: November 30, 2010, 02:16:43 am by thegoatgod_pan »
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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?

Frogwarrior

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #33 on: November 30, 2010, 03:08:26 am »

Actually, if you look at a ghost's "wounds" screen, ALL of its body parts are already missing.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

hamsterfury

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #34 on: December 18, 2010, 05:16:32 pm »

Not sure if anyone has run into this yet..... I embarked on a site and lost a mason due to an untimely accident (building a bridge directly under a water was tricky) and abandoned the site. Then, I reclaimed and found the mason has come back as a ghost, but I can't engrave a slab for him, I assume because he wasn't on this embark. Maybe a bug?
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Yamez

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #35 on: December 18, 2010, 06:22:05 pm »

Is anybody else suddenly wondering what Boatmurdered would be like with Ghosts?
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...A True Dwarf does not use silly little "Site Finders", he merely closes one eye and points his finger at a map, then walks there no matter what. If the entire site is on fire, he will dig a hole in the ground; If there is a goblin fortress in the way, he will dig a hole in the ground; If the ground is under 10 layers of water, HE WILL DIG A HOLE IN THE GROUND.

The Merchant Of Menace

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #36 on: December 18, 2010, 06:34:06 pm »

Posting to watch.
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*Hugs*

helf

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #37 on: December 18, 2010, 06:49:29 pm »

Posting to watch.

All you have to do is click the "NOTIFY!" button :p

This is way cool. I can't wait ti try messing with ghosts. I've not messed with .18 much yet.
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YOUR GAMES GLITCH: Hey, I got out of the map boundry!
OUR GAMES GLITCH: Hey, a horrid monstrosity just migrated to my fortress! Let's recruit it!

The Merchant Of Menace

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #38 on: December 18, 2010, 06:51:17 pm »

I'm on the mobile version, so this button is unavailable to me.
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*Hugs*

iyaerP

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #39 on: December 18, 2010, 08:33:38 pm »

Poasting for ghostly SCIENCE:

Have had one ghost so far. A military axedwarf who dodged off a 40z drop into the cavern lakes, so his body is unrecoverable. He arose as a forlorn spirit (harmless. Doesn't even appear to give bad thoughts). Going to see if I can make him angry via the slab/unslab trick to see if he axes anyone with a ghostly axe, or if he just beats them up.
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Christ, are you dwarves or are you elves? If you think Hell has too many demons, then youkill them till the population reaches an acceptable number.
Dwarf Fortress: So horrifying the players would rather talk about nice things, like Warhammer 40k.

Mechanist

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #40 on: December 18, 2010, 09:05:15 pm »

Someone HAS to mod right now a cage that could contain a ghost
http://www.youtube.com/watch?v=ylCKZkpMcPU
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Rose

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #41 on: December 18, 2010, 11:16:00 pm »

Posting to watch.

All you have to do is click the "NOTIFY!" button :p

This is, in fact, completeley wrong.

the functionality is very different.
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helf

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #42 on: December 19, 2010, 12:20:35 am »

Are you going to explain the difference or just do the typical "you are wrong and I'm not going to explain further! *smug look*" ? kthx.
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YOUR GAMES GLITCH: Hey, I got out of the map boundry!
OUR GAMES GLITCH: Hey, a horrid monstrosity just migrated to my fortress! Let's recruit it!

BackgroundGuy

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #43 on: December 19, 2010, 12:27:24 am »

Now I'm just guessing here, but I'd imagine the "NOTIFY" button is to notify it for Toady/Threetoe with the implication that bannable/stupid things are afoot.  Let's make sure we don't have to use it that way :p.
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Rose

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Re: Notes from a Necromancer's tower *spoilers*
« Reply #44 on: December 19, 2010, 12:32:24 am »

Notify: you get an e-mail whenever somebody posts in the topic.

Posting: causes the topic to show up in Show new replies to your posts.
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