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Author Topic: ZOMBIE SPIRAL!!!!  (Read 9681 times)

Urist_McArathos

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Re: ZOMBIE SPIRAL!!!!
« Reply #135 on: June 24, 2012, 04:25:23 pm »

Interesting side effect.  I embarked on an evil biome for ‼SCIENCE‼, and immediately slaughtered my pack animals on the evil biome.  This one is a bit more forgiving; there was a decent delay before they all rose; I drafted everyone and the hair, which rose first, was easily beaten to "death".  The donkey skin died likewise after a scuffle, and lastly the horse skin was hacked, causing another piece to fly off and animate.  Both the skin and the left leg skin or whatever it was were killed.  For some strange reason, they never rose again; I waited twice as long and it was for nothing, none of the three rose.  Not sure if there's something about that, but I'm planning to re-embark and deliberately slaughter and kill something just to see if the skins and hair stay dead once put down, or if they are just amazingly delayed or what.  Also, planning to pit a cat or something off a cliff so it dies without being broken into meat and skin and such, and see if the effects are different on a corpse instead of skin.

Anyway, the interesting side effect is that the horse skin produced a leather when tanned, as normal.  Strangely, the horse skin left leg or whatever I hacked off it ALSO was tanned into a normal piece of horse leather.  So, free horse leather.
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Loud Whispers

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Re: ZOMBIE SPIRAL!!!!
« Reply #136 on: June 24, 2012, 04:58:27 pm »

You hacked off all of the pieces of the corpse which were eligible for resurrection.
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Urist_McArathos

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Re: ZOMBIE SPIRAL!!!!
« Reply #137 on: June 24, 2012, 05:03:24 pm »

You hacked off all of the pieces of the corpse which were eligible for resurrection.

Yes, but my point is shouldn't those pieces rise again after they've been defeated?  I thought the undead underwent perpetual resurrection until completely destroyed or otherwise disposed of.
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Loud Whispers

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Re: ZOMBIE SPIRAL!!!!
« Reply #138 on: June 24, 2012, 05:08:44 pm »

Nope. You can kill a corpse to death if it sustains enough gratuitous damage. It's easier with hooved animals, because they have no [GRASP] bp's. Also it being a butchered corpse would've helped you a lot.
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PROFECTI ERITIS TALIS CIVILIS ET IMMOTUS UT VOS ERRAMINI IN ITER PER HAEC FABULA.
Behold the price of disobediance

Urist_McArathos

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Re: ZOMBIE SPIRAL!!!!
« Reply #139 on: June 24, 2012, 05:11:14 pm »

Nope. You can kill a corpse to death if it sustains enough gratuitous damage. It's easier with hooved animals, because they have no [GRASP] bp's. Also it being a butchered corpse would've helped you a lot.

Ah, interesting.  I was under the impression that until the pulping mechanic was implemented that any given undead, even when defeated, would simply rise again forever.  This makes for some interesting changes to a future fortress I'm planning.
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shoruke

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Re: ZOMBIE SPIRAL!!!!
« Reply #140 on: June 24, 2012, 10:01:56 pm »

My Dwarves insist on going outside to fish in summer, and they keep leaving mussels lying around outside for ever. I have trouble chopping wood or fishing because the mussel shells keep reanimating, scaring the civilians. And since that river is so far away from my fort (my entrance is a winding path), nobody can go haul them onto the nonevil section of the map before they reanimate. Even stationing the military there doesn't work, nobody can haul them away even with a dedicated guard because there are so many mussel shells that there's pretty much always one reanimating to scare the haulers away.

So I've written that section of the map off as a loss until I finish my magma-killsat megaproject.
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Lagslayer

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Re: ZOMBIE SPIRAL!!!!
« Reply #141 on: June 25, 2012, 09:02:33 am »

My Dwarves insist on going outside to fish in summer, and they keep leaving mussels lying around outside for ever. I have trouble chopping wood or fishing because the mussel shells keep reanimating, scaring the civilians. And since that river is so far away from my fort (my entrance is a winding path), nobody can go haul them onto the nonevil section of the map before they reanimate. Even stationing the military there doesn't work, nobody can haul them away even with a dedicated guard because there are so many mussel shells that there's pretty much always one reanimating to scare the haulers away.

So I've written that section of the map off as a loss until I finish my magma-killsat megaproject.
A thought occurred. Can you channel out an underground area connected to the river, which extends into the non-animating part of the map? You can have your dwarves fish without the threat of zombie shells killing everyone.
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Urist_McArathos

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Re: ZOMBIE SPIRAL!!!!
« Reply #142 on: June 25, 2012, 09:54:10 am »

My Dwarves insist on going outside to fish in summer, and they keep leaving mussels lying around outside for ever. I have trouble chopping wood or fishing because the mussel shells keep reanimating, scaring the civilians. And since that river is so far away from my fort (my entrance is a winding path), nobody can go haul them onto the nonevil section of the map before they reanimate. Even stationing the military there doesn't work, nobody can haul them away even with a dedicated guard because there are so many mussel shells that there's pretty much always one reanimating to scare the haulers away.

So I've written that section of the map off as a loss until I finish my magma-killsat megaproject.
A thought occurred. Can you channel out an underground area connected to the river, which extends into the non-animating part of the map? You can have your dwarves fish without the threat of zombie shells killing everyone.

Yes; you can do this.  I frequently divert rivers when I embark on them so they run underground through my fortress, and dig out a designated fishing pier that is turned into a fishing activity zone.  Just be sure to set, under orders, "Zone Only Fishing" instead of prefer, otherwise some will still make their way to the surface to fish.
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