Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: going savage  (Read 923 times)

Gigabytebob

  • Bay Watcher
  • Thief! Protect the hoard from skulking filth!
    • View Profile
going savage
« on: June 05, 2017, 06:29:48 pm »

so my idea is like this when a dwarf gets super hungry and close to death they will start eating corpses of intelligent creatures like animal people goblins elves and even there own kind and if they can not find something to eat they will kill another dwarf and eat them and once they eat a specific intelligent creature they will have a "taste" for it meaning even when there not starving they can eat that specific creature and not have a problem using there bones or skin or anything else from there corpse so in theory you could make a huge stoke pile of goblin corpses in a room then put all your dwarves in there and lock them in with no food and they will eat the corpses and then they will all have a taste for goblin so when another siege happens you will gain more food bone and leather   
Logged
adamantine, the only material that can be honed to an edge so fine it can cut light, cleave steel like butter, and sever heads with the enthusiasm of a deranged bloodthirsty child.

Turn those goblinoid uglybolds into adorable cutebolds

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: going savage
« Reply #1 on: June 05, 2017, 10:11:24 pm »

It's fine, but not simple (since it'd require a new ethics system). The only real issue I see is that dorfs would surely just leave in search of food before eating their buddies. There are plenty of ways to leave either overground or underground, it's just not implemented yet. Real dorfs would leave the burrow, pull levers to open drawbridges, deconstruct walls to brave the caverns, attempt to swim away, rush past the evil husks, etc. All sorts of things which the game would want to be able to handle before it decided, dorfs go mad, break fundamental ethics, eat each other.
Logged

dermal_plating

  • Bay Watcher
    • View Profile
Re: going savage
« Reply #2 on: June 07, 2017, 02:14:34 am »

But. The original idea is fun. Dwarves leaving is not.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: going savage
« Reply #3 on: June 07, 2017, 02:43:34 am »

Hey, I didn't invent unfun ethics...
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: going savage
« Reply #4 on: June 07, 2017, 01:00:49 pm »

Id prefer this if it was more a circumstance of dwarves or groups of dwarves going emotionally beserk outside of fortress boundaries, sort of lets say in the scenario where the dwarf civ has collapsed, something happens to the refugee camp before they can resettle elsewhere, and remaining survivors flee unhappy witnessing hardship & death to local ruins features & wilderness spots.

> A bunch of dwarves acting like beserk animalmen camped around a fire with sharp sticks, attacking (with the pretence they are also eating) intruders that walk into the camp out of nessecity.

Or just singular hermits who have completely lost their composure.
Logged