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Masterwork DF / Re: Orc Fortress [v020]: A new playable civ for ☼MASTERWORK☼
« on: September 16, 2012, 05:20:12 pm »
Well, depends what you mean by "best" of course
But yes, doors, bridges, and trap corridors are still good.
That's interesting about the spore man, but did you do arena testing, or some how do testing involving dead spore men in wells? The orcs aren't *that* much bigger than humans, and snaga are smaller. They only have a little bit boosted toughness & recuperation, and they actually have lower than standard disease resist. And, I double checked that they do have
[CREATURE_CLASS:GENERAL_POISON]
so... huh.
The Spore man syndrome is pretty interesting, it is SIZE_DILUTES effect as you mentioned, but also RESISTABLE and the paralysis and unconciousness effect have only a 20% probability. Adds a lot of uncertainly to testing the lethality. Anyway, I think Meph is taking out the 'syndrome mans' in MWDF2, or at least confining them to deadly biomes.
But yes, doors, bridges, and trap corridors are still good.That's interesting about the spore man, but did you do arena testing, or some how do testing involving dead spore men in wells? The orcs aren't *that* much bigger than humans, and snaga are smaller. They only have a little bit boosted toughness & recuperation, and they actually have lower than standard disease resist. And, I double checked that they do have
[CREATURE_CLASS:GENERAL_POISON]
so... huh.
The Spore man syndrome is pretty interesting, it is SIZE_DILUTES effect as you mentioned, but also RESISTABLE and the paralysis and unconciousness effect have only a 20% probability. Adds a lot of uncertainly to testing the lethality. Anyway, I think Meph is taking out the 'syndrome mans' in MWDF2, or at least confining them to deadly biomes.