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Author Topic: Nightcreatures curses and packs  (Read 1716 times)

ScriptWolf

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Nightcreatures curses and packs
« on: October 23, 2010, 08:23:06 pm »

With the new stuff being put into adventure mode soon mostly the night creatures i was thinking for both adventure mode and dwarf fortress mode you/your dwarfs can be cursed when trying to kill these creatures... so say like in dwarf fortress mode your squad kills a werewolf but your captain is heavily wounded he has a 20% chance of being infected with lycanthropy and then if he was infected you would have to cage him or kills him because every-night he would become a werewolf.... and then in adventuremode this would be good to where you had a certain percentage of becoming the creatures you are trying to kill i think it would be cool being a werewolf in the normal unmodded DF and then you could put in more features for when you are a werewolf (feeling to lazy to put some in right now anyone got any ideas for being a night creature?) but also if in adventuremode we can become the creatures can we have more than just werewolf and vampires... like in the update bit you had a post on what trolls and how hags created them... it would be cool if how like if you slept in the wild or in a town with a hag near it you had a chance of being kidnapped by her (higher if your more famous) and being turned into a troll and then the hag gives you quests as you slowly become more of a troll... and if you did not want to be a night creature then there were quests to get rid of the curse.. but also could have more were creatures like wererat, werebear ect ect.... and also for some nightcreatures for both DF mode and adventure mode some weapons will only hurt the night creature while other will kill it outright so if you did plan to attack the you would have to search around for info and what hurts these night creatures ect ect.... there could be a lot more different types of nightcreature than just werewolf and vampire and like along with the hag bit i was talking about sometimes you can just be picked at random and kidnapped or something and then changed into different nightcreatures, and also have collections of nightcreatures would be good aswell so like for example if you became a werewolf you could find a pack and join it and get quests from the alpha were(creature) and try and work your way up the pack ladder, and like for vampire you could find covens of them and stuff like that so if you were a night creature slayer you could get quests to kill whole covens / packs / what ever else you want to call groups of night creatures. but also giving the nightcreatures a social system like all the other races do
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Jayce

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Re: Nightcreatures curses and packs
« Reply #1 on: October 24, 2010, 02:55:36 pm »

Lol a normal dwarf by day,a mysterious group of killings,who did it?,the weredwarf,sounds cool but also sounds hard to implement.
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martys1103

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Re: Nightcreatures curses and packs
« Reply #2 on: October 25, 2010, 08:59:32 am »

Huge wall of text O_O
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Argembarger

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Re: Nightcreatures curses and packs
« Reply #3 on: October 25, 2010, 09:06:57 am »

my tl;dr interpretation of OP:

"I would like these features included with night creatures.
1. Becoming a night creature, probably due to a night creature injuring you, or the hag-kidnapping example Toady has given.
2. Night creatures being vulnerable or immune to different weapons and materials.
3. Night creatures getting together and forming packs and communities, and being able to hunt an entire community for a quest.
4. Variety, different night creatures, etc."


I'd say, if I had to guess, that it's pretty likely stuff like that will be added in the future. And when Night Creatures are finished, modding in new ones will likely be like modding creatures now, except with some more fun tags to work with.

But first he has to get night creatures implemented, working, released, evaluated and the inevitable bugfix release or two :P

P.S. I wouldn't have taken the time to edit the OP and hash out it's meaning if I didn't think they were good ideas myself, and I also don't see too many night creature suggestion threads.
« Last Edit: October 25, 2010, 12:18:49 pm by Argembarger »
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Grimlocke

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Re: Nightcreatures curses and packs
« Reply #4 on: October 25, 2010, 11:40:18 am »

I suggest using paragraphs and structured sentences. Typing out a rambling mass of thoughts into a solid wall makes it practically unreadable, and is a waste of any good ideas it may have contained.
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thijser

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Re: Nightcreatures curses and packs
« Reply #5 on: October 25, 2010, 03:29:04 pm »

OK a system to implent becoming a night creature:
1 Once in nigh creature mode your natural skills will be boosted by their natural skill. (if a dwarf has a natural 5 and a nighcreature a natural 10 it's +5)
2 The ability to get infected: could be a basic symptome that refers to a specific night creature. Ways to get infected include beeing bitten beeing near and killing nightcreatures.
3 Ability for these things only to take affect at certain times of the day/month.

That's adventure mode seems easy to me for dwarf mode there are a few bigger problems:
1 Are they hostile or friendly do dwarf fight back? Do traps activate on them?
2 Can the player cage them like annimals?
3 Can they be banished?
4 How do days/nights work in fortress mode? Currently it takes weeks just to get some food. The time scale diffrence becomes quite difficult to work with.
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