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Author Topic: Bogeymen are the good guys.  (Read 4703 times)

StagnantSoul

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Re: Bogeymen are the good guys.
« Reply #15 on: September 04, 2014, 10:46:49 am »

I'm just wondering if it's possible to kill all the bogeymen in a given world.

You can sure try though. I think I've killed roughly 100 in my best adventurer. Fast hacks to the neck.
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Melting Sky

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Re: Bogeymen are the good guys.
« Reply #16 on: September 04, 2014, 05:33:21 pm »

the op doesn't account for the laughter, which seems kind of evil to me

Haven't you heard of the healing power of laughter?
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escondida

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Re: Bogeymen are the good guys.
« Reply #17 on: September 04, 2014, 10:08:36 pm »

I have to wonder whether they aren't what necromancers become after Armok destroys their world. There was a thread some time ago suggesting that, along with the secrets of life and death, necromancers have the proverbial scales fall from their eyes and learn the truth of their world--which is why in their spare time they just hang out at home, but as soon as a player gets involved near their home, the necromancers set out to make things more interesting for the players and thus extend the life of the world. And when they ultimately fail and Armok *does* destroy the world, they cling to some semblance of life and become twisted bogeymen. Hmm.
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Devast

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Re: Bogeymen are the good guys.
« Reply #18 on: September 06, 2014, 05:54:34 am »

This idea would work a lot better if Bogeymen attacked your fortresses en mass
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Celerian

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Re: Bogeymen are the good guys.
« Reply #19 on: September 06, 2014, 11:15:45 am »

bogeymen are just hostile NPC's genned only on the occasion that you are alone and go out in the wilderness after dark. it's meant to get you to form an adventuring party and to increase the "grim-bloody-fable" atmosphere of DF, like how you can find the arms and legs of dead children bubbling in the cauldron in the lair of a night troll.
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Talvieno

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Re: Bogeymen are the good guys.
« Reply #20 on: September 07, 2014, 11:32:24 am »

4) [...] Adventurers of any race or faction will have no problems butchering sapients even if it is unthinkable in their civ ethics.
It wasn't always that way. I'm fairly sure it's a bug, oversight, or something that's been temporarily removed. In older versions, trying to butcher a sapient if your civ ethics were against it would yield the message, "You are not that hungry."

That said, amusing theory. I kind of like it.
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StagnantSoul

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Re: Bogeymen are the good guys.
« Reply #21 on: September 07, 2014, 02:49:28 pm »

bogeymen are just hostile NPC's genned only on the occasion that you are alone and go out in the wilderness after dark. it's meant to get you to form an adventuring party and to increase the "grim-bloody-fable" atmosphere of DF, like how you can find the arms and legs of dead children bubbling in the cauldron in the lair of a night troll.

...You haven't spent much time on this forum, have you?
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Talvieno

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Re: Bogeymen are the good guys.
« Reply #22 on: September 07, 2014, 02:54:13 pm »

The player is evil. Bogeymen are the good guys.

The next question, gentlemen, is how shall we weaponize them?
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Button

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Re: Bogeymen are the good guys.
« Reply #23 on: September 07, 2014, 03:03:59 pm »

The player is evil. Bogeymen are the good guys.

The next question, gentlemen, is how shall we weaponize them?

Create fortress. Retire it.

Create adventurer. Kill bogeymen. Bring bogeyman remains to fortress.

Create bolts out of bogeyman bones.

I'd suggest trapping them in the fortress but cage traps don't work in adv mode and bogeymen fade away when the sun comes up :-\.
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StagnantSoul

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Re: Bogeymen are the good guys.
« Reply #24 on: September 07, 2014, 03:07:18 pm »

The body parts vaporize too.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Greiger

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Re: Bogeymen are the good guys.
« Reply #25 on: September 07, 2014, 04:56:15 pm »

I wonder if boogymen remain on the unit list like everything else if you abandon the adventurer and then create a fortress on top of where they left off.

Create adventurer, wander into wilderness at night, spawn boogies, abandon the adventurers while the boogies are present.

Many other things remain...would the boogeymen?
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StagnantSoul

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Re: Bogeymen are the good guys.
« Reply #26 on: September 07, 2014, 05:14:05 pm »

No, they'd vaporize with the sun.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Chevaleresse

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Re: Bogeymen are the good guys.
« Reply #27 on: September 07, 2014, 06:55:53 pm »

No, they'd vaporize with the sun.

Do we know this? Currently the trigger seems to be when the cackling fades, but will that trigger run in fortress mode?

I smell an opportunity for !!SCIENCE!!.
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escondida

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Re: Bogeymen are the good guys.
« Reply #28 on: September 07, 2014, 09:38:12 pm »

In older versions, trying to butcher a sapient if your civ ethics were against it would yield the message, "You are not that hungry."

Actually, if I recall correctly, even adventurers whose civs were okay with cannibalism and/or the eating of other sapients (such as elves) couldn't butcher and eat sapients. I'd guess that either something to do with an ethics update for adventurers removed that restriction entirely (but by accident), or Toady wanted adventurers to be able to be complete outcasts from their civs and not follow their ethics at all.

bogeymen are just hostile NPC's genned only on the occasion that you are alone and go out in the wilderness after dark. it's meant to get you to form an adventuring party and to increase the "grim-bloody-fable" atmosphere of DF, like how you can find the arms and legs of dead children bubbling in the cauldron in the lair of a night troll.

Oh, sure, that's all correct. What you've missed (or chosen to ignore), though, is that this thread is about wild speculations and talking about how evil players are. You know, the Adventure Mode version of how every time you look at a "divine" (read: demonic) human leader in Legends, you can't help but say "Huh, that demon actually seemed like a very stable and fair-minded leader. The civilization in question seems to run well and nobody has any complaints of injustice; I couldn't find any nefarious torture devices when I visited in Adventure Mode. Now, back to the fort where I'm building the trap to drown all the babies while their parents watch."
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Dyrxaend

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Re: Bogeymen are the good guys.
« Reply #29 on: September 08, 2014, 04:34:35 pm »

While this makes sense for evil adventurers, which alot of adventurers are I daresae, its not really universal. When im an adventurer, im usually not so much 'evil' as 'ambitious'. I dont pointlessly murder, although I will kill soldiers and leaders of civs im trying to taek over. So, im just going to have to go and sae that bogeymen are the incarnations of terror, and they just had a really unlucky dae when they encountered you. Or that is to sae, you generated them with your fear of the night perhaps?

But anyways, the real reason that they dont attack villages, naturally, is that the collective presence of the villagers minds drives them away. After all, they only attack... When you are alone.
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