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Author Topic: handling strange moods  (Read 3967 times)

Urist Imiknorris

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Re: handling strange moods
« Reply #30 on: January 26, 2011, 10:43:48 pm »

Not when I've been at the raws.
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Quote from: LordSlowpoke
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Girlinhat

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Re: handling strange moods
« Reply #31 on: January 26, 2011, 11:35:55 pm »

How easy can you remove these ethics, and does it have any effects aside from corpse usage?

Urist Imiknorris

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Re: handling strange moods
« Reply #32 on: January 27, 2011, 08:26:54 am »

In the dwarven entity:

   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Girlinhat

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Re: handling strange moods
« Reply #33 on: January 27, 2011, 02:16:47 pm »

Oh, so these ethics are actually ethical?  I assumed they were number holders to determine how races go to war.  But, would this make goblins allied to you?

Urist Imiknorris

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Re: handling strange moods
« Reply #34 on: January 27, 2011, 07:07:11 pm »

No. They have babysnatchers, which makes them auto-hostile.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Girlinhat

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Re: handling strange moods
« Reply #35 on: January 28, 2011, 09:51:46 am »

Following up this; will modded ethics work for a world already genned?

Urist Imiknorris

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Re: handling strange moods
« Reply #36 on: January 28, 2011, 09:52:17 am »

No.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Jessoftherocks

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Re: handling strange moods
« Reply #37 on: February 07, 2011, 05:28:16 pm »

The way I go about getting more bones from goblins is I make an enormous shaft at least thirty to forty levels, at the top of the shaft make a pit/pond, at the bottom is a decent sized room. start pitting the goblins in the shaft, watch them fall to their deaths, laugh extremly hard till lungs refuse to laugh anymore, collect bones. repeat
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You obviously found a new species of smart kobold.
Way to go, you killed the only smart kobold's to have existed.
See? Not everyone avoids you!

narhiril

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Re: handling strange moods
« Reply #38 on: February 09, 2011, 03:53:29 pm »

The way I go about getting more bones from goblins is I make an enormous shaft at least thirty to forty levels, at the top of the shaft make a pit/pond, at the bottom is a decent sized room. start pitting the goblins in the shaft, watch them fall to their deaths, laugh extremly hard till lungs refuse to laugh anymore, collect bones. repeat

This really is highly amusing.  They literally explode into pieces if you drop them from high enough.  I built a tower in my current fort ~25 z levels above ground, pitted a goblin off the top, and watched his head land 30 feet away.... on the other side of my 3-level wall.

Dutchling

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Re: handling strange moods
« Reply #39 on: February 09, 2011, 04:07:19 pm »

I don't influence my moods in any way, partly because I like to ''earn'' something cool and partly because my fortress is usually destroyed before the first dwarves gets a mood.
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