Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Regarding Ghosts  (Read 2793 times)

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Regarding Ghosts
« on: April 18, 2011, 12:23:13 pm »

I have a ghost issue. A caravan escort was killed in a recent siege. His remains were carelessly disposed of - in the smasher - along with a load of dead gobbos and trolls. He has now risen from the dead. I am aware that it is currently impossible to engrave a memorial to him (no name in engrave list, blank names in engrave list, no-name slab wont put him to rest... researched that). This isnt the issue, and I am not too bothered by him, as he is only a restless spirit, and has chosen to hang around in my hall of heroes, a room dedicated to memorials for my dead elite soldiers. The haunting gives it some quality.

What is annoying me is since his arrival, I seem to no longer have the large number of camels, marmots, buzzards and goats path across my map that were good marksdwarf training fodder, as well as a good food and bone bolt source. Are the two linked or is this just some coincidence?

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: Regarding Ghosts
« Reply #1 on: April 18, 2011, 12:36:55 pm »

What is annoying me is since his arrival, I seem to no longer have the large number of camels, marmots, buzzards and goats path across my map that were good marksdwarf training fodder, as well as a good food and bone bolt source. Are the two linked or is this just some coincidence?

I think that's just a coincidence. Sooner or later the local wildlife dies out, even if you don't use it.
Logged

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Regarding Ghosts
« Reply #2 on: April 18, 2011, 12:43:09 pm »

Fair enough. A second restless ghost has arrived, and I quite like having them around. I did think it was possibly down to my overhunting, but it was a very sharp cut off - not the gradual fade I have had before.

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Regarding Ghosts
« Reply #3 on: April 18, 2011, 08:50:44 pm »

Yeah, I think you just depleted your wildlife completely. In my current 0.21 fort, I left a single hunter topside to shoot unicorns. In three years, she had racked up 92 wildlife kills, and never again was a unicorn or any other wild thing seen at Furnacebutchered.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Regarding Ghosts
« Reply #4 on: April 19, 2011, 03:02:27 am »

Turns out it might have been a temporary lull, as marmots have returned (no big animals just yet), I now have 3 merchants hanging out in ghostly form - one in the statue garden, one in the great hall and one in the hall of heroes. Windstandards is officially haunted, and I quite like it.

shadenight123

  • Bay Watcher
  • Death. To all. Except my dwarves.
    • View Profile
    • My Twitter
Re: Regarding Ghosts
« Reply #5 on: April 19, 2011, 03:19:29 am »

Turns out it might have been a temporary lull, as marmots have returned (no big animals just yet), I now have 3 merchants hanging out in ghostly form - one in the statue garden, one in the great hall and one in the hall of heroes. Windstandards is officially haunted, and I quite like it.

have ye heard the tale of Windstandards the haunted fortress? three ghosts inhabit thee place, and a curse is up for any merchant who comes, to infest thy hall for eternity.
"bullshit! let's move the caravan pals!"
*week later

have ye heard the tale of Windstandards the haunted fortress? four ghosts inhabit thee place, and a curse is up for any merchant who comes, to infest thy hall for eternity.

"i do not believe thee, but i'll give you a hug and go, long live the tree's!"
*weeks later

have ye heard the tale of Windstandards the haunted fortress? four ghosts inhabit thee place, and a curse is up for any merchant who comes, to infest thy hall for eternity...oh, and there's an elven ghost somewhere near the Latrines. he's shackled there...Amok knows why.

Logged
“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Regarding Ghosts
« Reply #6 on: April 19, 2011, 03:27:22 am »

Ha... there is now a fourth who is hanging round in the trade depot... note to self: bieng sloppy with corpse disposal for anyone other then my military is a GOOD thing.

Reelyanoob

  • Bay Watcher
    • View Profile
Re: Regarding Ghosts
« Reply #7 on: April 19, 2011, 06:22:33 am »

I think if you let wild animals breed up in a pen, then release them, you can restock the local wild-life. The only thing is the pen of wild animals stops anymore entering the map (surface or cavern life included) due to the wilflife limit on the map. If caged, there's no limit, but they don't breed (other than females who are already pregnant before entering the cage)
Logged

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: Regarding Ghosts
« Reply #8 on: April 21, 2011, 06:28:59 am »

I think if you let wild animals breed up in a pen, then release them, you can restock the local wild-life. The only thing is the pen of wild animals stops anymore entering the map (surface or cavern life included) due to the wilflife limit on the map. If caged, there's no limit, but they don't breed (other than females who are already pregnant before entering the cage)

I had a wild elephant birth on my map once. The elephants didn't go away for two years, until they died decimating a stray goblin siege. I think that wild animal births are a bit buggy at the moment.
Logged

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: Regarding Ghosts
« Reply #9 on: April 21, 2011, 07:37:26 am »

Wait, so you're saying that if I catch a bunch of crundles or some other bullshit and throw them in a pit with nestboxes and let them breed to their heart's content, the only thing on my map will be those pitted crundles?

Awesome!
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Regarding Ghosts
« Reply #10 on: April 21, 2011, 08:07:05 am »

Wait, so you're saying that if I catch a bunch of crundles or some other bullshit and throw them in a pit with nestboxes and let them breed to their heart's content, the only thing on my map will be those pitted crundles?
Sadly, egg-laying creatures (including crundles) no longer claim nest boxes unless tamed, which means that the only wild animals which can breed are those which don't lay eggs.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Regarding Ghosts
« Reply #11 on: April 23, 2011, 09:08:46 am »

Ok, this is now getting silly. I now have over 20 ghosts - not just dead merchants and thier escorts anymore either - half of them are my own dead inhabitants (civilians and soliders) that already are interred within coffins. However, NONE of them are dead elite soldiers, that have slabs in my hall of heroes. Time to cut down on my ghost problem with a mass slab engraving session.

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Regarding Ghosts
« Reply #12 on: April 23, 2011, 03:45:05 pm »

Ok, this is now getting silly. I now have over 20 ghosts - not just dead merchants and thier escorts anymore either - half of them are my own dead inhabitants (civilians and soliders) that already are interred within coffins. However, NONE of them are dead elite soldiers, that have slabs in my hall of heroes. Time to cut down on my ghost problem with a mass slab engraving session.

Did something destroy the coffins / slabs?
Logged

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Regarding Ghosts
« Reply #13 on: April 23, 2011, 04:41:58 pm »

Nope - viewing the coffins with "q" showed the coffin to be owned by a ghost - most strange. Thankfully slabs reduced the number of ghosts back to 5, leaving only the 5 with the no name on a slab problem left. Pleasingly this also laid to rest and removed removed the howler that was keeping everyone awake and causing a few tantrums.

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Regarding Ghosts
« Reply #14 on: April 23, 2011, 04:46:46 pm »

I got ghosts from claimed coffins when the bodies were unrecoverable.  Two miners got burned up in magma.  I had to make slabs for them because an empty coffin wasn't enough.
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.
Pages: [1] 2