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Author Topic: Corpses: post-mortem mutilation and more!  (Read 11185 times)

peekama

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Re: Corpses: post-mortem mutilation and more!
« Reply #15 on: January 02, 2009, 08:55:47 am »

As for the descriptions for the bodies (starved, drowned), it could be something that was more visually noticeable. So instead of "a starved corpse" it would be "an emancipated corpse", or however you spell it.
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It'd be cool if unicorn refuse gives off rainbow miasma.
It should totally bleed the laughter of children, too.

Pilsu

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Re: Corpses: post-mortem mutilation and more!
« Reply #16 on: January 02, 2009, 09:09:40 am »

Pretty useless since we can't take targets alive

If we'll ever be able to order dwarves not to attack unconcious targets and then issue orders to capture specific targets alive, then it'd be nice to have. IE break the bones of the elven ambushers who killed a hauler, k over their leader and assign him to be disarmed and captured using a rope and when he has been extracted, turn capture orders off to beat the remnants of his squad to death on the field. Later when the leader has healed order your butcher to skin him and make some kind of trophy

I like to think vengeance isn't undwarven. The player choosing to abuse his powers can't really be stopped but eh, if they want to make mittens out of everyone without provocation, let them. I'd say that's their cultural choice in that particular fort


I'm more interested in being able to bury dwarves with clothing. The clothes should preferably rot as fast as the flesh does or we'll end up with caskets with 200 year old pristine clothes and bone dust in them

Oh and being able to order dwarves to ignore the unconscious would make combat more efficient. Might have to be paired with an order for civilians to not flee since i imagine soldiers couldn't do the imprisoning
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Groveller

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Re: Corpses: post-mortem mutilation and more!
« Reply #17 on: January 02, 2009, 11:01:37 am »

Perhaps there should be a tag for animate or inanimate, and the AI would target only animate objects Death removes the animate tag.

I have a vague memory of reading something about trees being a creature, but inanimate and ignored in some way. Maybe I'm thinking of something else. Armok 1, maybe.

Pretty useless since we can't take targets alive

What about cage traps?

Quote
i imagine soldiers couldn't do the imprisoning

I don't see why they couldn't. Making something soldier-doable seems trivial compared to adding a capture feature.
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The raccoon's still there, though.  Just chilling out.  Being a raccoon in some rocks.

Grov: Grovness is a Grov (A Grov Grov)

Pilsu

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Re: Corpses: post-mortem mutilation and more!
« Reply #18 on: January 02, 2009, 12:20:17 pm »

What about cage traps?

That works but I don't really think cage traps would trap everything I wanted flayed. Or anything I wanted flayed for that matter. Enemies that just stumble into traps don't really inspire ire you know. And the situation where you want payback usually involve playing without traps, say the local goblin leader killing a dozen good dwarves. If you had cage traps, he'd have walked into them before getting you angry you know?

A capture feature would be nice for getting livestock too. A bit dubious quality livestock but I take what I can get

I don't see why they couldn't. Making something soldier-doable seems trivial compared to adding a capture feature.

Well, disabling fear would have other uses in addition but guess it makes more sense for troops to do it. Would also solve the siege engine problem and enable the operators to wear armor at the same time
« Last Edit: January 02, 2009, 12:22:46 pm by Pilsu »
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Groveller

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Re: Corpses: post-mortem mutilation and more!
« Reply #19 on: January 02, 2009, 01:16:59 pm »

Oh yeah, I completely agree that a capture feature would be far better than cage traps.
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The raccoon's still there, though.  Just chilling out.  Being a raccoon in some rocks.

Grov: Grovness is a Grov (A Grov Grov)

Cheshire Cat

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Re: Corpses: post-mortem mutilation and more!
« Reply #20 on: January 04, 2009, 06:33:11 pm »

hehehe. skinning alive is more or less fatal through blood loss, or if the butcher is skilled, rampant dehydration. but we all know how really tough dwarves can sometimes walk around missing several major organs and get by pretty well.

i can so see a fell mood leading to the skinning alive of some legendary craftsdwarf, and the dwarf getting up afterwards, brushing himself off, and pottering around the rest of his life leaving a little trail of blood. bonus points if he ends up wearing his own skin as a legendary coat or something.

on a more serious note, i like the idea of better funeral preperations, and corpses wearing clothes and such. a lot of people talk about the roles of dwarven priests or some similar class in the game, and it would be great to have them do funerary preperations to give all the dwarves who knew the decesed happy thoughts.

if ghosties come in, maybe nobles not laid to rest in a way befitting their station could come back and cause you issues till you laid their bones to rest with the right amount of ceremony.

also peakama - im laughing very hard at your most excelent mispelling of emaciated. WE MUST EMANCIPATE THEM FROM THEIR MORTAL SHACKLES!

and how would a capture feature work?

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Heron TSG

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Re: Corpses: post-mortem mutilation and more!
« Reply #21 on: January 04, 2009, 07:07:11 pm »

Funeral ceremonies that give good thoughts could 'help' prevent tantrum spirals, as the friends and relatives of the deceased would probably get a happy thought as well. THAT would prevent a fortress-wide flaying spree.
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Est Sularus Oth Mithas
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Hectonkhyres

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Re: Corpses: post-mortem mutilation and more!
« Reply #22 on: January 04, 2009, 07:17:14 pm »

I like the idea of re-dressing a dwarf after death (Funeral shroud, anyone?)
More likely I would dress all the dead goblins left over from the last siege in ballerina outfits, hook the bastards up to a network of pulleys, and use them as marionette puppets. I could have them do a creepy little play for the elven traders whenever they decide to stop by!
...
You know, sometimes I squick even myself. But ideas like this make it all worthwhile.
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And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

Pilsu

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Re: Corpses: post-mortem mutilation and more!
« Reply #23 on: January 04, 2009, 08:41:17 pm »

More likely I would dress all the dead goblins left over from the last siege in ballerina outfits, hook the bastards up to a network of pulleys, and use them as marionette puppets. I could have them do a creepy little play for the elven traders whenever they decide to stop by!

Dwarf Fortress, bringing out the sociopath in all of us
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Heron TSG

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Re: Corpses: post-mortem mutilation and more!
« Reply #24 on: January 08, 2009, 08:38:38 am »

maybe after something dies, the only wounds it can get are 'mangling' or 'chopping off', of parts. That way the wounds won't magically heal over, or bruise.
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Est Sularus Oth Mithas
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JoshuaFH

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Re: Corpses: post-mortem mutilation and more!
« Reply #25 on: January 08, 2009, 09:05:36 am »

alright guys, you disappoint me. YOU DISAPPOINT ME!

firstly, cheshire cat, being skinned alive isn't fatal if your good at it. The native americans did it to people as a way to force them to suffer looooong PAINFUL deaths.

Secondly, doesn't anyone know the art of stuffing? When those gobbos get slaughtered at my gates, i want to remove their innards, fill them up with stuff, and place them as a once-living statue in my fort. What was once an enemy is now a decoration! A DECORATION! I WANT IT!

Also, i want a way to embalm my dwarves so they don't rot as quickly. Did they have that in medieval times?
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Heron TSG

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Re: Corpses: post-mortem mutilation and more!
« Reply #26 on: January 08, 2009, 09:23:33 am »

they had the technology and materials yes, and so did the egyptians.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Tormy

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Re: Corpses: post-mortem mutilation and more!
« Reply #27 on: January 08, 2009, 09:59:34 am »

they had the technology and materials yes, and so did the egyptians.

Yeah, but the question is, that what would be the point in having a feature like that in DF.
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JoshuaFH

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Re: Corpses: post-mortem mutilation and more!
« Reply #28 on: January 08, 2009, 10:01:56 am »

they had the technology and materials yes, and so did the egyptians.

Yeah, but the question is, that what would be the point in having a feature like that in DF.

Uncle Bernie-style Hijinx, of course.
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Thnikkafan

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Re: Corpses: post-mortem mutilation and more!
« Reply #29 on: January 08, 2009, 04:51:42 pm »

they had the technology and materials yes, and so did the egyptians.

Yeah, but the question is, that what would be the point in having a feature like that in DF.

So? Does it need one?
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