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Author Topic: Killing ghosts  (Read 5769 times)

Avo

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Killing ghosts
« on: April 24, 2011, 03:31:21 am »

There should be some way to (temporarily) put down troublesome ghosts. Perhaps blessed weapons, or weapons made from certain materials like silver. It wouldn't kill the ghost forever but it would get rid of it for a bit while you work on getting some better tombs set up.

This would add a "quick fix" to sudden surges in corpses. Perhaps if they were to always come back as a worse ghost...
« Last Edit: April 24, 2011, 03:38:20 am by Avo »
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sockless

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Re: Killing ghosts
« Reply #1 on: April 24, 2011, 04:25:11 am »

You could just build slabs and coffins.
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Angel Of Death

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Re: Killing ghosts
« Reply #2 on: April 24, 2011, 04:38:47 am »

Maybe there could be a noble called the "high priest".

The high priest blesses areas so the ghost won't go through there. The high priest can also passify agressive ghosts for a small amount of time.
« Last Edit: April 24, 2011, 04:40:30 am by Angel Of Death »
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Conflict

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Re: Killing ghosts
« Reply #3 on: April 24, 2011, 05:33:30 am »

Something like a high priest would be neat. Possibly they can be used to help make certain areas ghost free. It'd be neat to have your main fortress clear of ghosts, but have certain underground levels where ghosts stalk the halls. That way, you could incorporate ghosts to make some spooky and haunted areas of your fort.
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Dutchling

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Re: Killing ghosts
« Reply #4 on: April 24, 2011, 05:41:45 am »

Ghosts can currently die by old age, so by letting them 'live' you essentially kill them.
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Jeoshua

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Re: Killing ghosts
« Reply #5 on: April 24, 2011, 10:26:29 am »

THE POWER OF ARMOK SHINESEVERED, THE BAT OF FRUITS, COMPELLS YOU!!
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DrKillPatient

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Re: Killing ghosts
« Reply #6 on: April 24, 2011, 10:37:53 am »

Ghosts can currently die by old age, so by letting them 'live' you essentially kill them.

If you don't bury them after that, do they come back as un-undead and so on?
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Kogut

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Re: Killing ghosts
« Reply #7 on: April 24, 2011, 10:41:53 am »

No.
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Avo

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Re: Killing ghosts
« Reply #8 on: April 24, 2011, 12:32:29 pm »

When beak dogs stalk your halls and harpies patrol your skies you don't exactly have time for slabs or the access to corpses for coffins. A way to temporarily deal with ghosts in emergencies is critical.

For example say your foots been booming for a while, but your death total has slowly been racking up due to accidents and goblin arrows. Out of nowhere a forgotten beast crawls up with paralyzing powder craws up from the depths into your city and proceeds to infect your military. You manage to put it down, but not before your entire squad is infected. Since your dwarfs cant grab the corpses due to the syndrome effects you resolve to build memorial slabs. You start to hammer them out, but theres no way you can make that many slabs in time. When one of the unhappy ghosts decides your mausoleum is the PERFECT place to rampage you realize now the !!FUN!! your in for...

Now if the effect is temporary and comes with costs/consequences you would have to be careful about using it, a sort of "Only in emergencies" use similar to "The lever" we all have. :) On a completly unrelated topic, it could be cool if ghosts haunted your mausoleum peacefully after being buried. 
« Last Edit: April 24, 2011, 12:36:15 pm by Avo »
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Aquillion

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Re: Killing ghosts
« Reply #9 on: April 24, 2011, 12:46:49 pm »

I picture this thread with this theme song.

But seriously, in Dwarf Mode, this seems like something for either priests or House Räth.  Possibly just a noble, since it seems like an awfully rare job.

It seems more interesting in Adventurer mode, where an adventurer could go around banishing ghosts with the right skills or powers.

I want magic to be in, so my adventurer can make towns pay for me to banish the ghosts that I myself summoned...
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Supercharazad

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Re: Killing ghosts
« Reply #10 on: April 24, 2011, 02:38:30 pm »

Well, when you kill them, they could come back as redeads.


They'd need to be edited for DF though, spores and that.
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IT 000

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Re: Killing ghosts
« Reply #11 on: April 24, 2011, 05:53:34 pm »

When beak dogs stalk your halls and harpies patrol your skies you don't exactly have time for slabs or the access to corpses for coffins. A way to temporarily deal with ghosts in emergencies is critical.

For example say your foots been booming for a while, but your death total has slowly been racking up due to accidents and goblin arrows. Out of nowhere a forgotten beast crawls up with paralyzing powder craws up from the depths into your city and proceeds to infect your military. You manage to put it down, but not before your entire squad is infected. Since your dwarfs cant grab the corpses due to the syndrome effects you resolve to build memorial slabs. You start to hammer them out, but theres no way you can make that many slabs in time. When one of the unhappy ghosts decides your mausoleum is the PERFECT place to rampage you realize now the !!FUN!! your in for...

Now if the effect is temporary and comes with costs/consequences you would have to be careful about using it, a sort of "Only in emergencies" use similar to "The lever" we all have. :) On a completly unrelated topic, it could be cool if ghosts haunted your mausoleum peacefully after being buried. 

That's the entire point of ghosts. To get you to bury, respect the dead, and cause FuN. According to your logic, Magma burns my things, Magma causes Fun, we should make everything immune to magma.
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Urist McAddict

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Re: Killing ghosts
« Reply #12 on: April 25, 2011, 07:44:16 am »

Slabs don't require access to bodies, just build, engrave and set anywhere and they go poof!
Harpies and beak dogs can't trouble you there...
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zwei

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Re: Killing ghosts
« Reply #13 on: April 26, 2011, 03:26:15 am »

Slabs don't require access to bodies, just build, engrave and set anywhere and they go poof!
Harpies and beak dogs can't trouble you there...

Well, there is bug where you are unable to engrave slabs for specific individuals because they do not appear in list.

Erkki

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Re: Killing ghosts
« Reply #14 on: April 26, 2011, 04:42:34 am »

Slabs don't require access to bodies, just build, engrave and set anywhere and they go poof!
Harpies and beak dogs can't trouble you there...

Well, there is bug where you are unable to engrave slabs for specific individuals because they do not appear in list.

Happened to me in 2 forts in a streak. 3rd fort got a violent ghost on year 3 right in the middle of the dining room, a "ghostly macedwarf", yet my fort has 0 deaths so far. Including caravan guards... And of course his name isnt on the list. ::)
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