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Messages - Eric Blank

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17611
Thanks, I've tried using soldiers to provoke them, but soldiers still have to get close enough for them to decide to attack not just flee, which is difficult for those that can fly. And, a soldier's squad mates won't necessarily assist them. I can't devote many dwarves to that if they won't participate until they're being killed. Bunch of emo masochists. If only I had some godly, utility-given power to encase them in ice...

17612
DF Suggestions / Re: Impact craters
« on: January 17, 2010, 09:51:40 pm »
This would be a very interesting thing to implement, craters, filled with water or not, would be an interesting feature, especially if they contained small, not quite epic, materials and meteor fragments. There could be some unique animals, or have it returned to normal/act like a desert badlands.
If they're more than geological and can fall during world gen, the same could be true, but it would leave a blight of desert of a certain size But not affect the climate beyond that, else it would be hell to generate, especially from a parameter set. Increased volcanism in the region struck would be nice, a few small magma pipes and pools in the region. It could destroy any nearby cities and towns as well, creating ruins farther out and destroying all nearby, Dwarven halls may be exempt from these effects.
If it is possible to have happen during game play, outside the region the player is currently viewing, there could be a heat wave and dust storm across the map, acting like a wall of infinite miasma and leeching into structures, extending a distance relative to the meteor's size, even across the world, which would kill everything caught on the surface (outside, light) and raise the temperature up to the level of magma. This would be possible to ride out underground. Less destruction from smaller/more distant meteors.
A large impact on the same map as the player's fort/adventurer would potentially destroy everything above a certain Z level, and leave a large crater around the point of impact. the smallest impacts may leave only a small spot of obsidian down a z-level or two and start a wildfire. Heat could also be relative to size and distance.

As per the metals, I'd say allow for a stronger version of iron and nickel, Mithril from the dig deeper mod in the core, names are meh.
For creatures, HFS could arrive after the impact wave, or mutilated/undead versions of normal wildlife, from many biomes downstream, in a swarm from the same edge as the wave, maybe more than once, maybe not right away either, it could take them a season or two, and they could act like usual enemies and siege you. Zombie siege... Allowing this plague to occur in a handful of your own survivors would also be interesting. They could hang around in the craters for centuries if during world gen. And spawn from those that land at the doors to your fortress, in swarms, maybe with quite a few just leaving entirely. And let them wield precious and powerful weapons! If there are any special creatures of course.

Fit in procedural generation wherever possible, just for the hell of it if that suits your thoughts.

17613
DF Suggestions / Re: Just kludge in some dungeons... real dungeons!
« on: January 17, 2010, 07:20:47 pm »
Go ahead and kludge around, it's what gets things done, and allows you to learn. Creating backup copies is acceptable and most intelligent people do it, so mistakes are negligible short of slaughtering Toady's (or our own) hardware. Having dungeons is a good proposal and not entirely senseless. It would at least add some form of entertainment.

17614
DF Dwarf Mode Discussion / Re: Microline *shudder*
« on: January 17, 2010, 05:38:15 pm »
I've never really cared about the color of my stones and usually look for something other than the primary layer stone for furniture and such. Microcline is alright for that.
Large clusters should be made less common or less densely populated to combat their ability to irritate.
I'd like to suggest a more dynamic way of forming the clusters, so that it's not just a single oval-shaped blob. Maybe forcing a 50-60% chance for each tile in that blob to be of the cluster's material and the rest of the percentage to be the layer stone, without changing the placement of small gem clusters and the like within that area? Or letting small tentacles of the material to shoot out from a central point or line? That could all be made into new cluster tags I suppose.

17615
I've had some serious issues with beastmen, giant cave swallows and many other chasm-related creatures, but not normal animals of course, they're ok to murder apparently. Firstly, they love attacking the fortress, this is normal and expected for powerful wild animals so that could be ignored.
The biggest problem appears during the actual fight, soldiers and dwarves WILL NOT attack these creatures, even with squads ordered to 'harass dangerous wild animals' and neither will they assist someone being attacked, or recognize they're being attacked until AFTER it's struck them. The damned giant cave swallows will just fly around killing people off one by one until they finally, and this could take 10-12 deaths, become exhausted enough for their most recent (still conscious) victim to finish them off.

My one lucky break was an incident in the chasm where the giant cave swallow killed 3 people and the 4th fell into the chasm, which it followed down to the last z-level, whereupon the dwarf died and it's just hovering there, completely unscathed. I just hope it's content to remain there forever. Never mind, IT'S BACK! Now with a score of 8:1  :'(

As one could imagine, this is an extremely precarious situation for anyone to be in. Is there any way to fix this myself or will I have to wait for toady to do something?

17616
DF Bug Reports / Re: [40d] Killer ax-wielding scorpions!
« on: January 17, 2010, 03:49:19 pm »
This must just be a bug do to their having grasp-enabled pincers. Their raw doesn't include the [EQUIP] tag, but it may be because your axe got caught in a wound and it pried it out, and continued to attack you while still grasping it, which conceivably could act like it's wielding the axe, but that's still pretty unusual.
If you modded them to have the [NOSTUCKINS] tag it should never happen again. Can't find their raw file though except on the wiki, so I'm not sure where to look to help with that.

17617
DF Suggestions / Re: iron wood
« on: December 07, 2009, 04:50:00 pm »
Giving elves more effective materials would make them a little too powerful in legends mode, and may result repeatedly losing every playable dwarven civilization quite early on, forcing world gen to constantly reset after 100-500~ years, so having a world with a decent history and large population/number of civilized sites would be very rare.

That's assuming it isn't ALL rebalanced, which would mean that making the tree-hugging lawyers more powerful was effectively useless. If you want an all-powerful elf civilization you could just change their civilization description in the raws, or create a second elf entity that accomplishes it.

17618
DF Suggestions / Re: Generic fluid traps.
« on: December 07, 2009, 03:12:25 am »
 
Hold the phone:  Vampiric plants?  What and why?

It just seems like a spur of the moment "lol its awsum!" thing completely disregarding reason.

In other words, it's absolutely dwarven!

Anyway, spraying my enemies with the wackiest things I can find, even if it just makes them angrier/humiliates them, would provide quite a bit of amusement, which is the entire purpose of games, isn't it? and the 'spray with something and immediately feed to something terrifying' (carnivorous plants) idea would be utterly hilarious. (or extremely disturbing if you think about it literally)

17619
DF Suggestions / Re: Liquid Blood
« on: December 07, 2009, 02:49:29 am »
I support this topic 100%

And screw science, since it already has mythical creatures whose attributes defy all possibilities.

Fountains, blocks, and items of blood would be incredibly fun. As well as special fun places, and certain civs' sites having pits full of it. I suppose you could make special buildings, zones and stockpiles related to blood as well, to distribute and make use of it, and it'd be somewhat useful in alchemy.

creatures could also have tags allowing them (and another to force them) to drink blood as water and/or food, and to have certain amounts of blood, replenishes or coagulates at a certain rate, and that the blood to have certain qualities (like the ignite/melt/specific heat values of bones)

yeah, sustaining your dark dwarven citadel with nothing but the blood of the slightly-less-dark dwarves who come every year to be sawed into tiny pieces or tied up and bled daily. (also a feature that could be possible for certain civilizations.)

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