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Author Topic: [GOBLIN] Discussion and Suggestions (In development)  (Read 10167 times)

Meph

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #75 on: January 08, 2014, 04:56:09 pm »

There is no fear effect in the game. ^^
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shadowclasper

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #76 on: January 08, 2014, 05:12:44 pm »

then how does someone know when to run away from something?

Or what about the way plump helmet men function? Is there a way to tweak undead code to take that into account for goblins but no one else?

The only other option I can think of is that Goblins have some kind of pet early on that just rips and tears into undead.
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Meph

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #77 on: January 08, 2014, 05:14:30 pm »

It depends on their soul. If creatures are TAME, BERSERK, OPPOSED TO LIFE, FRIENDLY, INVADER, UNINVITED GUEST, all these things make the AI. A Forgotten Beast will never act like a animal, and a invaders will never act like a merchant. Its hardcoded, nothing you can affect with tags.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Teneb

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #78 on: January 08, 2014, 05:16:58 pm »

The closes one can get to a fear effect is to lower willpower, but I think paralysis is a better option as it makes it easier to kill them, rather than having to chase them all over the map and run into more trouble.
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shadowclasper

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #79 on: January 08, 2014, 05:20:09 pm »

well the easiest answer might just be a universal stat drop for all of their stats when they enter the presence of the totem making the ludicrously easy fodder to kill off?
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Meph

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #80 on: January 08, 2014, 05:22:17 pm »

The totem can just remove the NO_THOUGHTS_FOR_MOVEMENT tag, and the undeads will collaps automatically. Essentially a reverse-animation.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Teneb

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #81 on: January 08, 2014, 05:37:19 pm »

The totem can just remove the NO_THOUGHTS_FOR_MOVEMENT tag, and the undeads will collaps automatically. Essentially a reverse-animation.
It doesn't work on husks though, those retain their thought capacity.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

shadowclasper

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #82 on: January 08, 2014, 05:43:10 pm »

well the other option is some kind of fast breeding pet like animal that has a ridiculously high bonus to damage against undead? Some kind of instant kill ability that also destroys the corpse similar to how certain weapon runes work?

The trick would be making it work ONLY against naturally arisen undead, not warlock armies.
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Gamerlord

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #83 on: January 10, 2014, 06:03:08 am »

So how is this going Deathsword?

P.S. I really like your avatar.

Teneb

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Re: [GOBLIN] Discussion and Suggestions (In development)
« Reply #84 on: January 10, 2014, 09:27:09 am »

So how is this going Deathsword?

P.S. I really like your avatar.

Really slowly and will continue to be quite slow until 14th's noon (got a test about 11h and I can't afford not to pass it).
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
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