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Messages - Othob Rithol

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1
DF Suggestions / Re: Underground Diversity
« on: April 19, 2009, 10:37:44 pm »
And the last item added is :

Black Lung.

UD is no longer being supported. I'll also be removing it from the Eternal Suggestions list as promised.

Othob Rithol, considering that Toady seems to be addressing some of the things mentioned in this thread (namely, the repopulation of subterranean creatures), are you planning on adding something to the relevant entries in the first post along the lines of "this has now been (added/dealt with) (not at all/partially/completely)"?  Seems like it might be a good idea, and will help keep the thread up-to-date as suggestions are added or become obsolete (for whatever reason).

I really thought about doing that. I was going to make a last section : "Implemented Features" but really it isn't necessary. Toady has read the list and taken what he likes....mission accomplished.

It's really not a bad idea, objectively, but I hope Othob Rithol will atleast ask Barbarossa the Seal God how he feels about it. It doesn't really seem fair to create something that will so obviously take away from the closest thing UD has to real competition, when both posts are useful generators of separate ideas.

If you look at the dates, I posted that 2 days before Seal God started his thread. Any ideas I have will probably end up there.

OR the worms from Dune? Especially in a Desert. They would produce special minerals, too. Maybe the crystal/stone/ore you can get from then does fire damage.

See (about 3/4ths the way through)...also look at the Burrowing Creatures entry.



Anyone can pick up the torch and start UD2. Just remember to wait until Toady has had time to finish a milestone and hammer out bugs, link to this thread somewhere and slap my name on it. (G-L-O-R-Y!!!!)



And lastly, for old times sake.... you guys got really off-topic with all that religion stuff! :P Take that gobbo dung elsewhere!


2
DF Suggestions / Re: Underground Diversity
« on: March 25, 2009, 07:31:24 am »
"Hole in the World" in any form won't get on the list - it is more of a game mechanic (end game) than anything else, and Guy was right - the player would 90% of the time just abandon.

Albino animals added as suggested above (but into an existing entry), but we'll leave the half breeds for the appropriate power goals.

edit: btw...it's called a cave crocodile....you just don't see them as much in 3d.


Any Wurm players interested, I'm now running a similar thread (on a different topic) here for that game, which is taking up my forum time.

3
DF Suggestions / Re: Underground Diversity
« on: March 19, 2009, 10:48:19 pm »
Something alive down there must be making that miasma cloud that pours from the depth on a regular basis.

Yep, vermin caught in cave spider webs. First they die, then they rot, and then they smell.

Nah, I had at least one Bottomless pit where the miasma regularly spawned at the bottom Z-level from the pit tiles themselves.

I've had the same thing happen. My guess is a combination of dead vermin and the "flying object" bug.

Concerning cthonic/underdark influences - I stated a while back I would not be plagiarizing non-DF sources anymore. To some extent we do have some elements already there, however (like the DEEP_MAGMA Biome in the Magma section). Maybe if someone were to dig through Three Toe's fiction and find a few monster ideas.

Concerning Underground Water - We've got a lot of that already mentioned in various entries in the rather well developed Water section. Another entry might be needed. It'd help if someone would collect all the key "make underground water like surface water" points into one post (so I can link directly to it from the front page).

My personal take is that the world water system should be completely unified. Underground springs create surface brooks which flow into streams, which may dip underground into a cave lake. Or an underground river might bust out a cliff face to make a surface waterfall, only to fall into a surface lake that feeds a surface river (which goes to the oceans) but also floods a chain of small tunnels that eventually cascade into an underground lake, that feeds a major cave river surrounded by a lush fungal cavern (fertilized by the yearly floods) before dumping into the great undersea (a vast world spanning ocean only penetrated by islands of magma columns and the ocassional HFS).


@Sweetix: Eruptions are both already on the list, and in the dev notes - I won't be adding any more details like the ones you mentioned...it isn't underground and is game mechanics, and I think it would be far better to have a unique thread about it when/if Toady starts adding it.

4
DF Suggestions / Re: Aboveground Diversity
« on: March 17, 2009, 09:51:44 pm »
I love the dunes idea put forth by Granite as an extension of RoboCicero's initial idea. This would make desert forts so much more interesting. The only problem comes from FPS hitting the single digits from a map-wide flow :P

Rope bridges have come up before and I have never understood why they (and their logical addition, rope ladders) have not yet been implemented.

To expand on InsanityPrelude's mention of river deposits, I'd like to see two connected additions: These deposits actually leading upriver to a vein (or more correctly the other way around) and the ability to pan for precious elements in rivers (surface and cave). The amount of work necessary to remove gold dust equal to a gold ore "rock" might be excessive, but it does pose a potential new labor and skill, as well as provide a very limited source of rare metals to a fort otherwise bereft of them.


5
DF Suggestions / Re: Underground Diversity
« on: March 10, 2009, 09:45:09 pm »
Quote
This is a brainstorming thread about features, creatures and events underground. Please feel free to contribute your ideas, point out flaws, or provide useful images, links or source materials.
This is not a discussion about game mechanics, balance issues, bugs or anything else not related to features, races, plants or animals under the surface.

It's in the charter :P

Tormy does have a point (which I commented on earlier) that lighting effects/petrification are really beyond the scope of this thread.

Unless something else new comes up I am adding this to the list: (I'll add some links to wiki etc when it is back up later)


  • The Trolls: Adversely affected by the sunlight, the true troll "civilization" dwells underground. These trolls are much stronger, smarter, and better organized than would be expected. With low technology, massive appetites, and barren caverns their population remains small. They are also plagued by goblin kidnappers taking their young to serve as living siege weapons, or alternately, they are actually the outcasts : 1 in 100 goblin children born abysmally mutated.


and declaring all discussion of lighting, darkness, day or night as game mechanics and off topic.

A bit long of an entry, but on par with the other entries for the classical races.

6
DF Suggestions / Re: Underground Diversity
« on: March 09, 2009, 05:14:31 am »
And in toy stores in the 1960s and beyond trolls were cute smiling things with long, colorful hair.

7
DF Suggestions / Re: Underground Diversity
« on: March 08, 2009, 04:36:52 pm »
Yes, Martin, crystal formations have come up a few times. I'll try to add your link into one of the entries where it fits best. Edit: it already was.

As far as mirrors/lighting/Tolkein troll petrification:

Lighting is as far as I recall either an arc or power goal already. It is also a big game mechanic issue. Since Footkerchief's thread explores it deeply, I won't be adding it here.

I'm slowly coalescing the various troll ideas into one entry. The big ideas I have seen (and like :P) are:
  • Aversion to (or petrification by) daylight (contingent on lighting arc)
  • The trolls amongst the goblin siege being slaves,kidnapped at birth, and/or degenerate
  • A higher, nastier race of trolls that live underground with a minor sprinkling of culture/technology.

I didn't like Granite's idea about 1 in 100 gobbos being born trolls, since that fails to explain (easily) how a cluster of 4-5 trolls can be found deep in a chasm far away from gobbo country. It also seems kinda sad to demote one of the original monster races to a subrace.

8
DF Suggestions / Re: Underground Diversity
« on: March 06, 2009, 04:17:20 pm »
ok people, get a room. On topic puh-leeeeeza?

9
DF Suggestions / Re: Aboveground Diversity
« on: March 04, 2009, 03:34:10 pm »
anyways, I followed Othob's advice, and added/modded a few suggestions. Nice idea about making the colored ice as 'veins' instead of a random chance, honeybadger.

I also added in a note on the UD thread with a link here. Feel free to copy over any entries from the UD list that you think are applicable.

So far my favorite here is the Flooding entry. I'd love to have to deal with a yearly monsoon.

To the animals section : I'd like to see predator-prey relationships. It is odd to see a deer grazing in a swarm of wolves.


10
DF Suggestions / Re: Aboveground Diversity
« on: March 03, 2009, 03:03:52 pm »
Othob Rithol, If you would rather me not use your awesome layout, PM me.

Remove that, and add to the very bottom:
Code: [Select]
[hr]
Formatting inspired by Othob Rithol's [url=http://www.bay12games.com/forum/index.php?topic=22308.0] Underground Diversity Thread [/url]

And we will have much rejoicing!


11
DF Suggestions / Re: Underground Diversity
« on: February 28, 2009, 07:40:41 pm »
I've been tinkering with the idea of abandoning UD when the new version comes out, and instead running one solely on worldgen formations (as in terrain, rivers, building placements etc). That would likely include a serious overlap with an above-ground diversity list.

12
DF Suggestions / Re: Suggestions Forum Organization
« on: February 27, 2009, 02:52:09 pm »
I'll throw my vote in for a few sub forums about key topics. It only makes sense that we can expect more productive discussion on a topic if all the references are collected in one place.

Magic and Combat are great choices.

Other topics that might benefit: Religion, WorldGen, Agriculture, Game Balance Issues, and anything Toady would like us, as the community, to brainstorm about.

I'm for anything that would help reduce the tension level of this forum.

Edit: now that I have had a chance to read some of the absolutely childish squabbling in the 3-4 threads Toady has redirected here, I know have to say: Toady we need mods. The only problem is that 99% of the people that would want the job are entirely unworthy of it. I can personally think of only one I would nominate...active in the community, knowledgeable about DF, cool headed, usually has something constructive to say, easy to get along with....but something inside tells me Granite26 would not want to be a mod.

13
DF Suggestions / Re: Underground Diversity
« on: February 13, 2009, 11:11:09 pm »
A simple entry concerning flora unique to specific stones/ores with unique properties is in order, however I Would not be willing to go into any more detail than that in the main list. What you are talking about here is a major addition beyond the initial scope of UD.

edit: placed the discussion pointer on SirHB's post about OGM's idea instead of original post. The discussion does not really begin until there, and SHB gives credit where due.

14
DF Suggestions / Re: Underground Diversity
« on: February 13, 2009, 06:10:23 am »
Yeah, I am working on it right now as we are typing. The rather complex nature of the lists, and this software's "logic" at adding in missing tags almost always ends up messing up.

I'll add an entry pointing towards your post. You pointed out one of those obviously intended improvements, but obviously missing. Somewhere in the birth and editing of the list my original 3-4 paragraphs of "how I'd like it" at the very beginning got edited into 20 entries with no umph. thx.

edit: added.

My original idea of how to handle cavern generation went something like this: generate two additional terrain maps using the exact same algorithm that generates the surface (pre-erosion,water,magma). Place one at a sufficient depth that approx 2% overlaps the surface. Then place the third even deeper such that there is approx a 40% overlap between it and the middle "terrain". Both %s configurable of course at worldgen.

Then remove all tiles in the area between the 2nd and 3rd. As a result any location where the middle map broke through the top would generate a surface opening (usually straight down) and the areas where the 2nd and 3rd crossed would be caverns, with generally varied and realistically sloped sides.

A very crude example (only X and Z)


Finally run water and magma through to alter things a bit (a cave river carving a path of least resistance as it tumbles down the cavern etc) and possible a sweep for stalagmites/tites etc. Then some general smoothing and presto! You have a world-wide random network of caverns.


15
DF Suggestions / Re: Underground Diversity
« on: February 13, 2009, 06:01:28 am »
point taken.

and there is no greater wisdom, only greater hubris.

added an extra bit to the natural gas pockets for other dangers (hallucination etc)

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