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Author Topic: Cults  (Read 1842 times)

blarg552

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Cults
« on: July 10, 2012, 12:20:04 am »

Perhaps your dwarves should be able to form hidden cults to clowns once candy is discovered...
« Last Edit: July 11, 2012, 02:03:08 am by blarg552 »
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IT 000

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Re: Pacts
« Reply #1 on: July 10, 2012, 11:41:00 am »

...And?

Not trying to sound like a jerk, but the ellipsis you left at the end imply that you got interrupted. This is probably how strange moods get started. :P
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Wellincolin

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Re: Pacts
« Reply #2 on: July 10, 2012, 11:43:55 am »

Yes. In my humble opinion, as mentioned, whenever you want a suggestion to be taken seriously it is advised that you make a decent, organized and detailed topic.
I kinda liked your suggestion and it is the kind of stuff we have on DF. But this was not a suggestion, a vague idea at best.
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blarg552

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Re: Pacts
« Reply #3 on: July 11, 2012, 01:25:16 am »

Hrm. More detailed. Well, for one it could be determined who would be more susceptible to indoctrination. It could start with the more cowardly or weak dwarves. Then it could spread to those who are friends or family with them, though this would also be influenced by personality traits. Indoctrinated miners may start digging candy even when not told to, pathed on the quickest route to releasing the clowns. Sacrifices should be included as well, such as animals and pets going missing, then a dwarf suddenly having a +cat bone ring+ after Urist McCatherder lost his beloved Fluffy. Dwarves in the cult start disobeying commands more often the longer they are in it. And they will fight on the side of the Clowns once they are released.
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Corai

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Re: Pacts
« Reply #4 on: July 11, 2012, 01:28:55 am »

You hear screams emanating from below...

Urist mclegendary has shown his true colors! Demon worshipper! x20


...I like this, someone must flesh this out a bit.
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Neonivek

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Re: Pacts
« Reply #5 on: July 11, 2012, 05:38:48 am »

...And?

Not trying to sound like a jerk, but the ellipsis you left at the end imply that you got interrupted. This is probably how strange moods get started. :P

Three dots is also a way to indicate a pause.
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weenog

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Re: Cults
« Reply #6 on: July 11, 2012, 05:51:45 am »

I like the gist of the idea, but I don't like activities being hidden invisible is a better word.  You already have only indirect control in fortress mode, being straight up lied to (even by omission) about what's going on is too much.  A compromise I think would be reasonable is simply to strip the announcements from things that are happening surreptitiously.   So Mayor McCatPerson's favorite kitten doesn't just inexplicably disappear and Urist McCultist suddenly has a cat bone ring later, the slaughter and the crafting happen quite openly.  But you don't get a The named cat, unusually for a pet, has been slaughtered message.  The information is there for you, you can see it and trust it, but you'd have to be looking at McCatPerson, McCultist, the cat or the butcher shop to notice it.  Similar to a vampire feeding.
« Last Edit: July 11, 2012, 05:53:44 am by weenog »
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forsaken1111

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Re: Pacts
« Reply #7 on: July 11, 2012, 05:55:53 am »

...And?

Not trying to sound like a jerk, but the ellipsis you left at the end imply that you got interrupted. This is probably how strange moods get started. :P

Three dots is also a way to indicate a pause.
A pause usually has something after it.
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blarg552

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Re: Cults
« Reply #8 on: July 11, 2012, 05:56:16 pm »

I like the gist of the idea, but I don't like activities being hidden invisible is a better word.  You already have only indirect control in fortress mode, being straight up lied to (even by omission) about what's going on is too much.  A compromise I think would be reasonable is simply to strip the announcements from things that are happening surreptitiously.   So Mayor McCatPerson's favorite kitten doesn't just inexplicably disappear and Urist McCultist suddenly has a cat bone ring later, the slaughter and the crafting happen quite openly.  But you don't get a The named cat, unusually for a pet, has been slaughtered message.  The information is there for you, you can see it and trust it, but you'd have to be looking at McCatPerson, McCultist, the cat or the butcher shop to notice it.  Similar to a vampire feeding.

Well, the more obvious bits would be candy disappearing without anyone mining it, or certain dwarves tending to congregate in areas you never designated.
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Moonshadow101

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Re: Cults
« Reply #9 on: July 11, 2012, 06:32:14 pm »

All-Vampire fortresses started popping up within minutes of the Vampire update. So obviously, we next must consider: What happens if your entire fortress joins the cult? Do you lose the game because they're now "enemies?" Or do you maintain control over them, and play as a demon-friendly fort?

As for this being an actual suggestion rather than just a fun thought experiment, I think the concept of groups or collectives within the fortress is a generally popular notion that will have to be added at some point. Cults, Clubs, Guilds and any number of other things could conceivably be implemented alongside eachother in a generalized system that allows some subset of your dwarves to band together and make decisions as a group. If some of those decisions happen to be evil, well... that's just more fun!
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Xvareon

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Re: Cults
« Reply #10 on: July 11, 2012, 06:35:56 pm »

Demon cults, now? what, Unholy Legions of immortal Vampire warriors not good enough for you?  :P
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Moonshadow101

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Re: Cults
« Reply #11 on: July 11, 2012, 06:46:29 pm »

Demon cults, now? what, Unholy Legions of immortal Vampire warriors not good enough for you?  :P

Aren't those Unholy Legions still slow-moving, lazy and basically useless because of alcohol dependency?
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theprofessor!

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Re: Cults
« Reply #12 on: July 11, 2012, 07:02:54 pm »

All-Vampire fortresses started popping up within minutes of the Vampire update. So obviously, we next must consider: What happens if your entire fortress joins the cult? Do you lose the game because they're now "enemies?" Or do you maintain control over them, and play as a demon-friendly fort?

As for this being an actual suggestion rather than just a fun thought experiment, I think the concept of groups or collectives within the fortress is a generally popular notion that will have to be added at some point. Cults, Clubs, Guilds and any number of other things could conceivably be implemented alongside eachother in a generalized system that allows some subset of your dwarves to band together and make decisions as a group. If some of those decisions happen to be evil, well... that's just more fun!
This is exactly what I'm thinking, and what I feel the point of cults would be.  I imagine the most incredible scenario being the cult/guild/faction, that has gone rogue, eventually decides to hold a sort of "coup". Now obviously they can't somehow overpower you and start managing the fortress themselves, but they could absolutely take down the expedition leader/mayor/king and all his friends/family/faction in some sort of bloody power struggle; whether it's motivated by religion, greed or simple politics, it'd certainly be fun to watch
« Last Edit: July 11, 2012, 07:06:33 pm by theprofessor! »
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misko27

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Re: Cults
« Reply #13 on: July 12, 2012, 02:25:46 am »

All-Vampire fortresses started popping up within minutes of the Vampire update. So obviously, we next must consider: What happens if your entire fortress joins the cult? Do you lose the game because they're now "enemies?" Or do you maintain control over them, and play as a demon-friendly fort?

As for this being an actual suggestion rather than just a fun thought experiment, I think the concept of groups or collectives within the fortress is a generally popular notion that will have to be added at some point. Cults, Clubs, Guilds and any number of other things could conceivably be implemented alongside eachother in a generalized system that allows some subset of your dwarves to band together and make decisions as a group. If some of those decisions happen to be evil, well... that's just more fun!
This is exactly what I'm thinking, and what I feel the point of cults would be.  I imagine the most incredible scenario being the cult/guild/faction, that has gone rogue, eventually decides to hold a sort of "coup". Now obviously they can't somehow overpower you and start managing the fortress themselves, but they could absolutely take down the expedition leader/mayor/king and all his friends/family/faction in some sort of bloody power struggle; whether it's motivated by religion, greed or simple politics, it'd certainly be fun to watch
Yes. Whenever I think about groups vying for control of any sort in the fort, I always imagine a frazzled overseer shouting angrily at everyone that they're all stupid, and that the color of the sock doesn't matter, so long as we can share in the sock itself.

 In terms of Cultists, I was having trouble picturing it, but I think I got it. My problem is manly how it spread to other members. it seems too likely to either take the entire fort or not spread to any at all.  Other problems are that I Find it odd that the player has no obvious way of intervening. I've noticed that despite the huge number of unorthodox ways to deal with the things the game presents you with theres always a way that you are naturally inclined to take, kill sieges and monsters, execute vampires, etc.  I dont like the Idea of AWOL dwarves, especially if i am not allowed to kill them. Maybe make Demon Worship a punishable offense? and How might a player discover this before breaching HFS? werebeasts and necros are obvious, vampires will alert you to their presence soon enough, but this seems hard to track. Perhaps a whether dwarves have a preference for demons? Discoveries of strange rituals?

Finally, I would like to say i think of them like under-cover night creatures, but demon-aligned. Technically loyal, but focused on their own thing when they want.
« Last Edit: July 12, 2012, 02:29:40 am by misko27 »
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gyerfry

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Re: Cults
« Reply #14 on: July 22, 2012, 08:52:49 pm »

Making demon worship on its own illegal seems to go a bit far, what with all of the different things to worship.  However, things like digging without a permit and butchering the neighbour's cat without a permit should be punishable by jail time.  And the longer the dwarf is away from the cult, the weaker their influence gets.  That way, a sufficiently long jail sentence could "cure" them, and possibly make them immune to the cult's influence in the future.
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