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Author Topic: Pet Ghosts  (Read 25233 times)

Broseph Stalin

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Re: Pet Ghosts
« Reply #105 on: September 09, 2011, 08:02:08 pm »

On my reclaim my ghosts just sort of chill out and watch my dwarves, since they don't know them, presumably they don't interact. I'll have to keep an eye on it.
You should check which kinds they are. My forlorn ghost has been around for quite a while and hasn't interacted with anybody but the violent ghosts are happily tearing limbs off of people they never met.

lanceleoghauni

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Re: Pet Ghosts
« Reply #106 on: September 09, 2011, 08:11:49 pm »

Most are restless, but a few forlorn, yet to have a destructive ghost. Given how my fortress died I'm actually a little surprised.
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Broseph Stalin

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Re: Pet Ghosts
« Reply #107 on: September 09, 2011, 08:16:35 pm »

Most are restless, but a few forlorn, yet to have a destructive ghost. Given how my fortress died I'm actually a little surprised.
How exactly did it die? Still not quite sure exactly why they turn into the ghosts they do any insight into the moods your dwarves were in when they met the reaper could fill in some holes.

lanceleoghauni

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Re: Pet Ghosts
« Reply #108 on: September 09, 2011, 08:24:12 pm »

Terror mostly, as the elves poured in through the gates and basically gunned everyone down on their war animals. Thought I might have gotten some poltergeists out of that, but it seems not. I rarely, if ever get berserk dwarves, so I've not had any fun with the deadlier kinds yet, I just have reletively tranquil pet ghosts atm.

Haunting my pirate fort :P
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Broseph Stalin

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Re: Pet Ghosts
« Reply #109 on: September 09, 2011, 09:45:53 pm »

16 Hematite Holydunes

The baby has grown into a strapping, healthy young lad, barring the fact that he is clearly dead. Though odd this change of circumstances is a happy event. His mother took to carrying him and it began to unsettle the workers. His general nature does not seem to have changed  and is expected to continue bothering his parents.

Girlinhat

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Re: Pet Ghosts
« Reply #110 on: September 09, 2011, 10:03:09 pm »

Wait, what?  Is the mother handling the ghost child?

Broseph Stalin

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Re: Pet Ghosts
« Reply #111 on: September 09, 2011, 10:09:36 pm »

Wait, what?  Is the mother handling the ghost child?
Not any more, when it was still a ghost baby she picked it up and started walking around with it in what is easily the most sad/disturbing thing that has happened to me so far. But then it grew up and now it appears to be standing around.

Eddren

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Re: Pet Ghosts
« Reply #112 on: September 09, 2011, 10:13:40 pm »

I wonder if you'll be able to give it jobs when it hits Adulthood. For that matter, I wonder if it can even learn?
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Broseph Stalin

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Re: Pet Ghosts
« Reply #113 on: September 09, 2011, 10:19:14 pm »

I wonder if you'll be able to give it jobs when it hits Adulthood. For that matter, I wonder if it can even learn?
I don't think so, the fact that it's marked as undead under units probably means it's going to be useless.

trees

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Re: Pet Ghosts
« Reply #114 on: September 09, 2011, 10:20:14 pm »

On the note of killing ghosts that was relevant a little while ago, I've seen a fell mood target a ghost and drag it to the workshop and "kill" it before. It didn't satisfy the moody dwarf, though, so he killed someone else before making the artifact. Bit of a shame, really, I'd love some menacing spikes of ghost bone.
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plynxis

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Re: Pet Ghosts
« Reply #115 on: September 09, 2011, 10:21:24 pm »

lol dont get in his fucking way - he'll kill you even if you're dead if he has to make his toe-knuckle amulet.
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Broseph Stalin

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Re: Pet Ghosts
« Reply #116 on: September 09, 2011, 10:26:37 pm »

On the note of killing ghosts that was relevant a little while ago, I've seen a fell mood target a ghost and drag it to the workshop and "kill" it before. It didn't satisfy the moody dwarf, though, so he killed someone else before making the artifact. Bit of a shame, really, I'd love some menacing spikes of ghost bone.

This is happening now. Chirpacted's new project will be getting a deranged dwarf to murder a ghost, in fact with with effective use of burrows I can make him murder all the ghosts.

If there's something strange
In your fortress halls
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Urist-Busters!

It turns out Urist-Busters aren't a ragtag band of quirky misfits fighting ghosts their psychopaths who want to turn people into treasure.

thegoatgod_pan

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Re: Pet Ghosts
« Reply #117 on: September 09, 2011, 11:43:54 pm »

Baby ghosts grow up to be simply "ghosts" (rather than, say "ghostly tanner"), and do nothing new. Unless they were tearing limbs off as babies. Actually then they still do nothing new, it just feels less creepy now that it's not a ghostly baby maiming your commander.
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Girlinhat

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Re: Pet Ghosts
« Reply #118 on: September 09, 2011, 11:45:26 pm »

Have we seen any evidence on what supports certain ghost types?  If I want a ghostly museum, and have a dozen pleasant and polite ghosts standing around, is there a way to best achieve this?

plynxis

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Re: Pet Ghosts
« Reply #119 on: September 10, 2011, 04:03:42 am »

well the way they live and die is an indicator generally. if you specifically want peaceful ghosts just keep your fort happy and dont bury the dead. or just dont bury those guys who were happy in life. i dont think you can get an a pleasant ghost though - that wouldn't make sense in DF anyway.
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