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Author Topic: NEW! - Suggestions for 42.01  (Read 26954 times)

LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #30 on: December 06, 2015, 07:19:36 am »

On that note, I've always found it weird that the only thing separating a normal forest from a "savage" one was big animals and "highwood" trees. Making savage biomes even more savage by adding actively hazardous wildlife like Machineel trees and a vertebrate-version of the Cordyceps fungus would go a long way to explaining why civs actively avoid settling near them.
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Meph

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Re: NEW! - Suggestions for 42.01
« Reply #31 on: December 06, 2015, 09:47:21 am »

Probably because the AI of dwarves is stupid and if I add poisonous plants, they would eat them. Or do you think that I should add them as non-edible to allow people to make poisons?
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Lottanubs

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Re: NEW! - Suggestions for 42.01
« Reply #32 on: December 06, 2015, 01:16:09 pm »

Poison coated weapons/bolts would be cool, and I think are already present in MW.

Do you think it would be possible to make a plant poisonous to one race, but not to another?
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #33 on: December 06, 2015, 01:29:05 pm »

Do you think it would be possible to make a plant poisonous to one race, but not to another?

Easily. Gnomeblight in vanilla is actually specifically designed for this.

Darkond2100

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Re: NEW! - Suggestions for 42.01
« Reply #34 on: December 06, 2015, 01:54:37 pm »

Probably because the AI of dwarves is stupid and if I add poisonous plants, they would eat them. Or do you think that I should add them as non-edible to allow people to make poisons?
Non-edibles that trigger syndromes when handled?
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #35 on: December 06, 2015, 02:04:19 pm »

There is no [SYN_HELD] or anything of the sort, syndromes can only be triggered by interactions, contact (which is for spatters, like powders or liquids), ingestion, injection and inhalation.

I may be forgetting one or two.

Meph

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Re: NEW! - Suggestions for 42.01
« Reply #36 on: December 06, 2015, 02:14:06 pm »

I know how it works... ;)

My question was more aimed at: Do you want these savage plants to be a reward for players that embark on savage biomes, OR should they be another level of difficulty added?
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Dozebôm Lolumzalìs

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Re: NEW! - Suggestions for 42.01
« Reply #37 on: December 06, 2015, 02:17:43 pm »

Both. :P A reward AND a danger would give an incentive, yet the danger would be upped.
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LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #38 on: December 06, 2015, 06:29:00 pm »

I know how it works... ;)

My question was more aimed at: Do you want these savage plants to be a reward for players that embark on savage biomes, OR should they be another level of difficulty added?

A little of both, deadly poison for weapons but with the cost of tolerating of all the other dangers that Machineels present, simulating the deadly, blistering vapors alone would make chopping the trees to prevent poisonings a tempting thought for risk-adverse players.
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Darkond2100

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Re: NEW! - Suggestions for 42.01
« Reply #39 on: December 07, 2015, 02:38:19 am »

A poison that's dangerous to collect, but safe after refinement, and highly rewarding.
Like, I would set one of my gatherers to collecting poison and refining it, knowing that they'd be out of commission for a couple seasons afterwards.
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Protonicus

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Re: NEW! - Suggestions for 42.01
« Reply #40 on: December 08, 2015, 09:19:24 am »

Some "income" feature from fortress visitors.
1) Add payment features for non-residents in inn/tavern/temple/library.
2) Add museum where should be located artifacts (manually selected). and also some payment due it total value.
3) Payment with copper/silver/gold coins,nuggets or bars or selected acceptable items. (Visitors should have some when comes from the edge of map).
4) Add shop for individual item retail trading with visitors in opposite of waiting caravans.

So I would be able to build tourist paradise  8)
« Last Edit: December 08, 2015, 09:36:48 am by Protonicus »
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #41 on: December 08, 2015, 12:16:41 pm »

1. Not too practical, since they probably won't have money on them
2. Can't add locations, this may change with DFHack but I  wouldn't rely on it
3. can't mod behavior like that
4. can't mod behavior like that

Meph

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Re: NEW! - Suggestions for 42.01
« Reply #42 on: December 09, 2015, 08:43:01 am »

You can play make-believe and just store our artefacts in display cases in a very nice statue garden. ;)
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Isngrim

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Re: NEW! - Suggestions for 42.01
« Reply #43 on: December 09, 2015, 02:10:40 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.
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Boltgun

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Re: NEW! - Suggestions for 42.01
« Reply #44 on: December 09, 2015, 06:03:12 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.

That was an idea I'd like to see implemented.

Also some crossover fort/adv mode items could be nice, like producing stuff to read or drink for the adventurers to use or some extra rare component to be brought into a retired fort by an adventurer to be placed as a furniture in fort mode.
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