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Author Topic: Return back ghosts of goblins/merchants  (Read 1843 times)

MightyEvilPunk

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Return back ghosts of goblins/merchants
« on: August 17, 2014, 03:59:00 pm »

I quite like this:

1) In ancient ages, every dead, who was not buried properly, considered dangerous and ominous. Not only relatives/friends.
2) That is much more fun! You can simply rise the bridges, and do not let anybody in, and you dwarves will be safe. But with goblins/merchants killing each other and visiting you cozy fortress as a evil ghosts, it would be a bit more interesting :)
3) If you will decide to get rid of annoying ghosts, separate beautiful graveyard for you enemies would be a nice addition to your fortress. Maybe some dwarves will love to visit it sometimes and remember every enemy, whom they killed in fair (or unfair?) fight.

Moreover, why not make enemy ghosts more evil and dangerous? While ghosts of friendly ones can just produce unhappy thoughts (Possibly by pleading to bury them), enemy ghosts can turn the dwarves into terror, making them run, leaving any works (AAARRRRRGGGHHHH, I WILL TORTURE YOU EVEN IN DEATH!!!)

Maybe this can be moved to some config file, so you always can toggle more fun for your fortress?

For me it seems more like a feature, not like a bug.
« Last Edit: August 17, 2014, 04:02:35 pm by MightyEvilPunk »
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Adrian

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Re: Return back ghosts of goblins/merchants
« Reply #1 on: August 17, 2014, 04:43:30 pm »

Ghosts migrating onto the map? Okay.
Ghosts following a haunted/cursed object around? Better.
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Deboche

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Re: Return back ghosts of goblins/merchants
« Reply #2 on: August 17, 2014, 06:59:55 pm »

What you're suggesting is a new feature: ghosts of invaders and the possibility of appeasing them. It's a bug because there was no way to fix it
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MightyEvilPunk

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Re: Return back ghosts of goblins/merchants
« Reply #3 on: August 18, 2014, 01:26:39 am »

Maybe I misunderstood then:) The only thing, that I fight for is right for every humanoid died on your fortress map to return as restless spirit. And posibility to appease them if you do not like ghosts :)
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Dorf and Dumb

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Re: Return back ghosts of goblins/merchants
« Reply #4 on: August 18, 2014, 11:52:06 am »

Appease, schmappease.  There are two Adamantine Laws of Ghost Movies:  1) The Ghost Always Wins, 2) The Movie Is Always Boring.  Fortunately, this isn't Hollywood!  I want ghosts, but I want my dorfs to be able to engrave pentagrams on any smooth floor and catch them, then transfer them to a special trap (possibly in violation of certain EPA regulations) and install them in a magma-powered building where continual torture meted out upon the ghost is used to generate about 200 units of mechanical power for your fortress to use as it prefers.
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MightyEvilPunk

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Re: Return back ghosts of goblins/merchants
« Reply #5 on: August 18, 2014, 12:15:39 pm »

Appease, schmappease.  There are two Adamantine Laws of Ghost Movies:  1) The Ghost Always Wins, 2) The Movie Is Always Boring.  Fortunately, this isn't Hollywood!  I want ghosts, but I want my dorfs to be able to engrave pentagrams on any smooth floor and catch them, then transfer them to a special trap (possibly in violation of certain EPA regulations) and install them in a magma-powered building where continual torture meted out upon the ghost is used to generate about 200 units of mechanical power for your fortress to use as it prefers.

Brilliant! Or made psi-grenades with hollow boulder, gag and poor ghost  :P
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dudlol

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Re: Return back ghosts of goblins/merchants
« Reply #6 on: August 18, 2014, 07:20:03 pm »

Perhaps not every dead thing? Give it a small chance. Most of them probably have families or asshole taskmaster to haunt.
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GavJ

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Re: Return back ghosts of goblins/merchants
« Reply #7 on: August 18, 2014, 07:24:38 pm »

Perhaps not every dead thing? Give it a small chance. Most of them probably have families or asshole taskmaster to haunt.
This. It doesn't really make that much sense that all the ghosts of other places AND your fort all end up staying at your fort. Wouldn't most of them have more important connections to their own homelands for haunting?

If something particularly horrible happened to somebody at your fort then maybe then? Like being mutilated or in extreme pain for weeks on end at your fort, or something. Or trapped merchants who go insane there. Things like that, not just any random dude who dies from an axe to the head in any old invasion.
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MightyEvilPunk

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Re: Return back ghosts of goblins/merchants
« Reply #8 on: August 19, 2014, 01:09:13 am »

Gavj, I completely agree with you. I also did not mean, that every person died on your map, should be recruited to the spirit army. I think this should be voluntary to everyone. I will just add to your list of ghost candidates the goblin squad leader, who get violently eaten by zombies, instead of having fun killing defenceless dwarves  :)
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StagnantSoul

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Re: Return back ghosts of goblins/merchants
« Reply #9 on: August 19, 2014, 03:53:32 am »

I think it would be nice to see a memorial garden to powerful slain foes: Sturgand the Dragon, slain by Urist McShiningknight. Tronolyn the Draltha, slain by Urist McLuckyminer. Stuff like that. Enemies with high kill counts or long histories, who finally met their end at your fortress, either get memorialized, or haunt your fortress. Say a dragon ghost, goes around breaking buildings and bridges.
A goblin general, goes around stopping work by terrifying citizens. I like your idea, but I didn't like seeing every ghost of every elven trader I'd let my axedwarves kill for fun walking around. Too many ghosts is annoying.
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Button

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Re: Return back ghosts of goblins/merchants
« Reply #10 on: August 26, 2014, 11:20:08 am »

I think it would be nice to see a memorial garden to powerful slain foes: Sturgand the Dragon, slain by Urist McShiningknight. Tronolyn the Draltha, slain by Urist McLuckyminer.

You can do this already actually. You just don't have to.
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