Ghost farming 2.0

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Re: Ghost farming 2.0

Postby caprontos » Fri Jun 01, 2012 4:33 pm

ezryder wrote:I have decorations in my crypts around my graves (flower gardens, statues and bone candlesticks) and they don't seem to spawn ghosts. Ever. Is this by design? If so that's pretty cool. :)


graves themselves do not spawn ghosts, they did in .42 but it was changed for .45 and on. Tis why you need use remains now..:P
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Re: Ghost farming 2.0

Postby msmiller » Mon Jun 25, 2012 8:14 am

i think it is beautiful to add zombies.
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Re: Ghost farming 2.0

Postby YetiChow » Sun Jul 01, 2012 5:52 am

For some reason, I set myself the challenge of "one-upping" ghost farms - no offence intended to caprontos, it's not like his adaptation isn't amazing already; it's just that the idea got stuck in my head and the only way to get rid of it is to find an improvement to the current system.

Anyway, I think I've come up with one. First, you build an automatic siege-killer defence, but don't add any traps. Then, go into the items.xml and find the spike trap, and change its effects from slow to frozen; creatig a "freeze trap". Next, lock a few townies in the trap and starve them to death (this is to get ghosts so you have a constant supply of hostiles yo work with in between sieges. Before their corpses rot into remains, build a balcony inside the siege killer and ring it with several layers of "freeze traps", and unlock the door; or even remove it if you like - nothing will be getting through, and I would love to see the look on the face of the monsters who are so busy heading towards the undefended town they never even realise they've been frozen solid :twisted:. Any heroes will now have an insanely easy task levelling up (it's easy to kill enemies who can't fight back - every time the frozen effect wears off, they are instantly hit with it again ;)), and you get free loot (potentially high level stuff too if you have lots of townies and therefore hardcore sieges such as burningpets)

If modding isn't your style you could always use bear traps, however you'll need a lot more of them. The reason I designed the freeze traps is that you can leave spaces between layers of them for the loot to drop, without worrying about monsters escaping from the traps' effects - the trigger and reload time of a spike trap is practically instant, and the frozen effect will never wear off before the trap has reloaded.
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Re: Ghost farming 2.0

Postby tom k. » Sat Sep 28, 2013 3:00 pm

While I like your attempt I think it is somewhat - cheating - given that you mod the game so they basically can't fight back. You may as well just set their attack and defence to 1 to make them an easy kill.
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Re: Ghost farming 2.0

Postby YetiChow » Sat Sep 28, 2013 3:07 pm

tom k. wrote:While I like your attempt I think it is somewhat - cheating - given that you mod the game so they basically can't fight back. You may as well just set their attack and defence to 1 to make them an easy kill.


Necrodigging much there mate? :lol: Or should I be blaming a spambot for re-re-animating this thread about re-killing the un-dead...

wait... I've confused myself... :lol:
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Re: Ghost farming 2.0

Postby tom k. » Sat Sep 28, 2013 3:13 pm

Nope, my mistake xD Coprantos linked to the thread somewhere and I thought it said June 1st 2013 xD
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