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Messages - HooliganintheFort

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181
DF Suggestions / Re: Inbreeding
« on: June 06, 2014, 09:05:20 am »
Recessive genes are tricky though. Heavy inbreeding over many generations can actually reduce the overall population percentage with a harmful recessive gene, whereas outbreeding can actually maintain the proportion of the population with the recessive gene.

That's because with inbreeding, the gene is constantly being expressed and thus copies of the gene are excluded from future generations. So it's not just "inbreeding bad lol".

===

Focus on things like disease resistance and ability to adapt to a wider variety of environmental conditions. i.e. genes for heat/cold resistance etc.

Disease immunity could be modeled by having each genome have an 8-bit "key" for immunity and a disease has a matching, or complementary key. The more bits match the key, the easier it is for that disease to infect that individual animal. Then, inbreeding would be a real long-term problem, because viruses and the like could be modeled that spread from host to host, and if they mutate to match the host's weaknesses, then it's fatal. By having a herd with a wide variety of "immune systems", it would make it harder for a lethal virus to take hold and wipe them out.

I agree with this idea. A virus that can wipe out my inbred cat population  will be great. Also many sad, deformed cats wil die when the day comes.

182
DF Suggestions / Re: adventure mode relationships
« on: June 05, 2014, 10:47:36 pm »
I think that besides just acquaintanceship you should be allowed to progress through friendship and where applicable into marriage and if/when your adventurer dies you should be able to become any offspring of the character. This would connect you more into the world and could prove to provide some interesting mechanics. Like for instance if you retire, and play a fort for what remains of your adventurer's natural lifespan the game could track and allow you to become the eldest male and/or female of that adventurer's surviving descendants. So instead of controlling an adventurer you actually control a bloodline.

Since there would be descendants you could also have things like heirlooms, maybe have Urist McSwordmaster be Urist McNoviceSwordDwarf's great-great-great grandfather's weapon become rusty but put in a mechanic such that when you go through the process of fixing it up it gets some sort of combat bonus. This could make some items/armor/weapons possibly historical figures and/or characters in their own right. Maybe take it a step further and actually imbue the item itself with a personality of it's own. I find the idea of a dwarf with a sword that could go around screaming "BLOOD FOR ARMOK" and requiring be coated in blood to be sheathed entertaining.

Can't imagine it would be easy to implement or that many people would be into that sort of thing but I think it is a neat idea.

I support this idea.

183
DF Suggestions / Re: Inbreeding
« on: June 05, 2014, 10:46:25 pm »
A two headed cows that spit lava? You need to mod this in. :)

Maybe like some mental issues? A dwarf who or animal that is an inbred may go insane more often. Causing more !!FUN!!

184
DOGMEAT! No. NO!

Please assign me a new war pet, maybe the wolf puppies when they are grown ups. Good names would be "Red Viper" or "Oberyn". They should surely survive longer with these names.

Dem names, hope the wolves aren't cocky though. That'll spell doom to Meph the Druid.

185
Other Games / Re: Space Station 13: Urist McStation
« on: June 05, 2014, 09:07:20 pm »
I'm guessing a code is a map right? And the things that come with it.

186
Other Games / Re: Space Station 13: Urist McStation
« on: June 05, 2014, 07:04:21 pm »
What's with the competition with goon and other servers? I heard there is some tension there.

187
Not known, but good guesses can be made.

For one, the Falmer were very religious. Note the living intelligent ones and how closely associated to Auri-El they are. Yeah, that's not something that they would appreciate.

The Falmer are the way they are because the Dwemer made them that way. The Dwemer felt that the Gods were no better than them, and the Falmer thought themselves below Auri-El...

Oh, thanks for the answer and quick response.

188
DF Suggestions / Inbreeding
« on: June 05, 2014, 06:36:52 pm »
There should be consequences for inbreeding animals, so we don't have a male to female ratio of 1:20. Like deformities and lower mortality rate. There should also be benefits like more meat or bones on an animal.

This idea has a problem though. Reproduction happens with spores in game so I don't know how this would work out.

Edit: One can turn off this feature though.

189
I got a question regarding TES lore, why did the dwemer enslave their aboveground cousins? I would think they would help the snow elves battle the expanding Nords.

Edit: Did they want more power?
Also, since the snow elves have been underground for so long and isolated, did heavy inbreeding  damage their physical and mental characteristics?

190
Woah, a Spiritwebber? What's that? Also a body my own bodyguard? I think you should reserve that for the almighty Meph, but that's ok. :)

It seems to be going great. The wolf puppies though, too bad they weren't direwolves hehe. (GoT reference)


191
My sword dwarf was just awesome.  He killed a demon, a undead dragon diety, a titan, countless bandits and goblins, and massacred many elves. He was my first adventurer super hero.

Then one day, with his 3 companions he was traveling back to the civ cap. But on the way, he was ambushed by about 24 or 26 goblins. We fought hard and long, but 1 by 1 we fell. I was the last one standing but I wasn't going to run away.  Then an axe goblin slashed off my sword arm. Then a bolt shot me in the throat. He died suffocating on his own blood.

192
DF Adventure Mode Discussion / Re: 200 ways to die
« on: June 05, 2014, 05:05:16 pm »
132. Getting kicked in the face by a horse.

193
Other Games / Re: Space Station 13: Urist McStation
« on: June 04, 2014, 11:38:40 pm »
Haha. When I first played SS13, I didn't know what grief was so I got banned for 30 minutes. It was goon, so that was surprising looking back. Second time, one of the admins banned me for 1 day for "spamming" stuff as a cluwne. I learned from my mistakes.

The admins though can put the banhammer quit quickly on you. As you may know. But I try not to bother them even if I have to.

Anyway, I was looking for a good RP server thay wasn't free-for-all syndicate wreck my crap up train. Looks like I have found that long lost server. I'm still going back and forth between these servers though.  :P

194
Other Games / Re: Space Station 13: Urist McStation
« on: June 04, 2014, 10:41:57 pm »
So... I've been playing the infamous Goonstation for a long time. Then I have found out of this. Urist McStation. How does this station differ from Goon?

195
DF Dwarf Mode Discussion / Re: Dwarven Drop Pods Redux
« on: June 04, 2014, 10:24:56 pm »
Is it possible to launch dwarves off minecarts? It sounds simple to me. But what do I know?

Yes.  If a minecart collides with something at speeds that would cause derailment, it will fling out its contents.  Including dwarfs.

The wiki has details:

http://dwarffortresswiki.org/index.php/DF2012:Minecart

http://dwarffortresswiki.org/index.php/DF2012:Trap_design#Minecarts


Maybe you can pasture a cat in front of the "launch pad" and after the cart hits the cat, the dwarves can be propelled into combat via inertia.  But there may also be a problem with this. The placement, forifications, and deaths. Can carts go through fortifications? They don't need to be if they can't. Also dwarves might hit their heads onto the ground and we all know how thick skulls are.

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