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Difference between revisions of "v0.34 Talk:Ghost"
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== Causes of ghost types == | == Causes of ghost types == | ||
I checked the history and the "Causes" of various ghosts in the table was added by a random IP address (not a signed-in user) and has never been verified/questioned. Has any science/disassembly diving been done on this topic? --[[User:UristDaVinci|UristDaVinci]] 01:13, 28 September 2012 (UTC) | I checked the history and the "Causes" of various ghosts in the table was added by a random IP address (not a signed-in user) and has never been verified/questioned. Has any science/disassembly diving been done on this topic? --[[User:UristDaVinci|UristDaVinci]] 01:13, 28 September 2012 (UTC) | ||
+ | :Did disassembly diving and updated causes. Having 100 in a trait leads to always a certain kind of ghost (traits are checked in a certain order!). Having 91-99 in a trait leads to a 50% chance of that ghost type. Having 76-90 in a trait leads to a 20% chance of that ghost type. Most ghosts will end up as forlorn or restless haunts by default. --[[User:UristDaVinci|UristDaVinci]] ([[User talk:UristDaVinci|talk]]) 02:20, 24 November 2013 (UTC) | ||
== ghosts can be pushed by floods? == | == ghosts can be pushed by floods? == |
Revision as of 02:20, 24 November 2013
Ghosts continue working
I had a legendary cook, who basically spent all his life masterfully cooking 24/7. He was killed by a berserking dwarf when my fortres was going down in a tantrum spiral, and when he came back as a ghost, he went to the kitchen and continued to Prepare Easy Meal that was set on repeat until I abandoned my fort. Don't know if that's a bug though, but the food was good. -Koter 25 January 2013 (UTC)
- I've never seen that, but it's probably not intended. :) --Lethosor (talk) 16:55, 25 January 2013 (UTC)
they open doors.
apparently ghosts open doors and hatches. Should the article say something about this? -Zazq 07:09, 3 March 2012 (UTC)
- Are you certain that they open hatches? I've only seen them open doors, and that's by being in the same place as the door-- there's no need for them to displace a hatch open a way they do doors. -Vasiln 19:14, 3 March 2012 (UTC)
The ghostly peasant has come
Just had this message appear in the same manner as a megabeast or werecreature appearing at my fort.
- The ghostly peasant Kadol Itebushil has come! A short, sturdy creature fond of drink and industry
He doesn't have the description of an angry ghost, and he doesn't appear to be doing anything worse than the other ghosts I have in my fort. -- Qazmlpok 12:34, 16 March 2012 (UTC)
- Worst. Migration wave. Ever. :P 74.102.139.234 14:10, 16 March 2012 (UTC)
Ghostly dwarves aren't the same thing as ghost dwarves?
Made an edit to reflect some funny business i noticed while perusing Legends mode. I have a ghostly historical figure on record who immigrated to my fortress, had kids, killed a bunch of goblins, went crazy, died and came back a ghost (somehow). I've never seen the "ghostly" tag anywhere when inspecting a dwarf in-game, though. Since then I have noticed these "Ghostly" dwarves popping up in the records every few immigration waves - they seem more common than vampires, although small sample size etc. They may or may not also be more likely than usual (or even guaranteed?) to turn into "real" ghosts when they die - not really sure how to test that, other than by careful reading of numerous legends of different forts. Not sure if it's a bug, but it's certainly awesome. --101.98.178.11 11:31, 28 July 2013 (UTC)
Causes of ghost types
I checked the history and the "Causes" of various ghosts in the table was added by a random IP address (not a signed-in user) and has never been verified/questioned. Has any science/disassembly diving been done on this topic? --UristDaVinci 01:13, 28 September 2012 (UTC)
- Did disassembly diving and updated causes. Having 100 in a trait leads to always a certain kind of ghost (traits are checked in a certain order!). Having 91-99 in a trait leads to a 50% chance of that ghost type. Having 76-90 in a trait leads to a 20% chance of that ghost type. Most ghosts will end up as forlorn or restless haunts by default. --UristDaVinci (talk) 02:20, 24 November 2013 (UTC)
ghosts can be pushed by floods?
so I had my dwarves dig a large tunnel to carry water from a brook to my aquifier, and one of the ghosts haunting my fortress (he's fairly benign, so I decided to keep him) was lounging about in the tunnel when I opened the floodgate. he subsequently got carried along with the flood for a good 100 tiles before escaping through the walls. not that hard to verify, just get a ghost to lounge in a tunnel you then flood. I did have a several z-level drop from the brook to the tunnel, so there was a good deal of pressure. – unsigned comment by Carch
Most ghosts leave doors open, while a courteous few leave wounds closed
I had a Strange Mood Mason go insane today while only a few tiles away from the gems he needed to complete his masterpiece. He bravely died killing a cat and a dog. He rose up a little later and took the lower left leg of one of my legendary miners. And that was all that he took. No blood, no mess, no infection. The diagnostician showed up and passed him a set of crutches and a clean bill of health. Do we have a good idea of the type of wounds Violent and Angry ghosts cause? If they're always clean wounds, well, just imagine the possibilities. Vampire torsos. Drobe (talk) 04:52, 16 June 2013 (UTC)