Re: Tunneling creatures.
This would be nice and all, but I'm not sure I like the idea of them only tunneling if they have no other route. I'm reminded of those tower defense games where the things attacking you only think to beat town your towers blocking their path if they have no other choice. It doesn't make much sense and is way too AI abusive to have them walk through your maze of traps instead of going through a 1 tile wall.
Perhaps they should constantly tunnel through
natural walls, leaving constructed ones alone if at all possible (but still beat them down if reasonable). May as well have some up sides to building your fort out of constructed walls, as they can't be engraved.
Having [the magma sea] occasionally rise and lower wouldn't be such a challenge as a pump can be submerged safely.
I really like this idea. Might be killer on framerate though.
i think that the problem is related to that every map has the "same" geography :surface,soil,stone,1st cavern, 2nd cavern, 3dr cavern, magma + cotton, clowns.If you settle in any place you can be sure that there will be cotton,magma and caverns (not on that order) or maybe the dead animals zoo.
This is a worthy point to make, but I think it can be solved by making those features less predictable in what they do. So we can still have cavern 1 2 3 then magma sea, but finding out what each cavern does and figuring out how to counter its dangers should be the thing that is unpredictable. But yes, making the underground geography a lot more unknown is a valid solution.
The aquifer idea is only a temporary solution, and some players see it as more of a blessing then a curse. In order to make the caverns a more nastier place, we need nastier beasties. Currently [AMBUSH_PREDATOR] tag doesn't work so Giant Cave Spiders won't sneak up on you. We need to bring these creatures back, along with more tougher creatures. Finally the fog of war in the caverns shouldn't be permanent. If you haven't scouted a place for a few months it will gradually refill with blackness (this may also have a positive effect on framerate). This means when a forgotten beast appears on the edges you don't know it's there if it spawns in a black area. Visible range should also be reduced to 5-10 tiles around the dwarf instead of giant cells. Some of the more nastier creatures also could use a trap avoid tag.
Some of neat points here.
- New barriers and obstacles (be they aquifers or something else) being more of a blessing than a curse doesn't necessarily sound like a bad thing to me. In fact, it sounds really nifty... provided they're still barriers. Even if someone has good uses for the aquifer, it's still going to take some effort to get through if they want to dig deeper.
- Definitely agree about nastier creatures and fog of war. I'll add though that I think they should get worse the further down you go. Cavern 2's monsters should be very much a step up in nastiness from cavern 1's, and cavern 3's a step up from cavern 2's. The magma sea's creatures should of course, be worst of all next to hell itself.
If the only underground thing of real value (magma) is not part of caverns, forcing people to breach caverns is not really proper answer.
This is a very good point. I will note though that caverns DO have one thing that can be very vital: water. Rivers and brooks aren't on
every embark location. For the maps without surface water, utilizing cavern water can be a Fun experience. Also, GCS silk seems like it was intended as a risky but profitable cavern feature, except it's kinda lacking on both "risk" and "profit."
There should definitely be a lot more like that with the caverns though, I agree. More stuff that can't be found on the surface,
especially stuff that requires making yourself vulnerable to cavern creatures to obtain.