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Author Topic: Surroundings, alignment, and game effects  (Read 743 times)

Krisnack

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Surroundings, alignment, and game effects
« on: June 20, 2009, 03:57:17 pm »

Looking at the region page on the DF wiki, it seems that the Benign - Savage axis doesn't have as much effect as the Good - Evil axis. I think differentiating them more would add a new and interesting aspect to the game. For example, in a Joyous Wilds region, animals might react negatively to overhunting, perhaps even mounting large-scale attacks on your fortress, the elves would set lower tree-cutting limits, and so forth.

A Sinister region, on the other hand would be considerably less dangerous then a Terrifying one. Undead creatures would would be limited to groundhogs and other small animals and goblins would be be more likely to trade then attack you, (although their goods would probably be very unethical, e.g. unicorn leather, gnome bone crafts, etc).
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Untelligent

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Re: Surroundings, alignment, and game effects
« Reply #1 on: June 20, 2009, 05:05:12 pm »

Undead creatures in sinister regions are already less dangerous (i.e. herbivores), as long as you don't end up in a tropical forest and face the dreaded skeletal elephants.


As it stands, though, the benign-savage axis isn't so much an alignment axis as an axis of how aggressive the creatures are.

Whether goblins attack you or not shouldn't be determined by the surroundings, either, since the nearest goblin civ probably won't even come from your region.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

LordNagash

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Re: Surroundings, alignment, and game effects
« Reply #2 on: June 21, 2009, 08:18:14 pm »

This axis is going to change anyway, with lands being tied to spheres and stuff like that later on in development. At the moment it's basically just a placeholder.
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