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Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: February 22, 2012, 10:20:33 am »
You can throw anything that's less than 15 times your strength in weight.
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Every time I try to ask the NPC to come with me, no matter what I do s/he keeps refusing to come with me. What should I do?
Argh. Moccasins are made of wool?
Totally not.
news??
Actually, including provocations is a good idea I hadn't thought of. I'll whip up a list of possible events, such as:One thing about this system that might need some work but would be worth it is that you could end up with a creature that has 100 anger but 0 morale. Should they be attacking or escaping in this circumstance? It would probably be something decided by the creature themselves so a bear would be more likely to continue to attack then retreat in the circumstance. Also do normal woodland animals attack the player? If they don't you could use this to make them attack if you have them cornered but retreating once the circumstance presents itself.
- Player gets close to us
- Loud noise
- Fire nearby
- A monster of my species was killed
- Others?
And monster types will have two lists; a list of things that make it angry, and a list of things that make it scared. Monsters will have two initial values for anger and morale; once anger reaches 100, the monster goes hostile, and once morale reaches 0, the monster flees. Zombies of course will have anger start at 100, and morale start at infinity (with no effects that reduce it); bears and wolves will have differing values and their own list of things that piss them off or scare them.
Just one thing I can say should be added to list for normal creatures though. If the player corners them so they can't move without being threatened by the player their anger should be raised or have a modifier where it raises quicker.
Whales - actually, I'd give the zombies a morale of 500 or something, because there's fun to be had with it later - if you give no way for it to (currently) be lowered, you won't have to put in special instructions for it.
But I remember we talked about different behaviours before - the monsters 0 morale "run away" action doesn't need to be "flee" - it could just be "keep distance".
Some, smarter zombies, can thus make use of the mechanic. Every turn you spend close to a spitter zombie, for example, decreases their morale, as well as damage - if you do enough, they'll try to move further away until their morale is high enough again that their aggression overcomes it. If their basic morale starts at, say, 100, then they will immediately flip to "flee" whenever you are in range of them, and then return to "attack" as soon as you move out of range.
If you include the "roamer" or "shrieker" types we described before, they can have a morale modifier based on player distance and whether or not the player is awake - meaning they'll hang around the periphery unless you do go to sleep (making it fall low enough so that their aggression overcomes their fear), or attack them (raising their aggression) or otherwise goad them into attacking despite their low morale.
Not sure if I'm being completely clear about what I mean here, but the coolest situation is this:
Hulks cause the morale of nearby everythings, including zombies, to drop. Basically, even zombies know to get the fuck out of the way.
How do i delete a world, right now i keep spawn in the same spawn spot and it not a good one
Aww, why can't we choke to death on our own vomit anymore? That was one of the beast parts of the game.
Sorry.