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Author Topic: aquatic  (Read 840 times)

gerkinzola

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aquatic
« on: October 09, 2009, 05:11:02 am »

i have been experimenting with creating an aquatic civ, has anyone had a successful attempt at this? would the aquatic tag override the AI's aversion to water?
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Jackrabbit

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Re: aquatic
« Reply #1 on: October 09, 2009, 05:17:52 am »

It is impossible to build underwater, even if you could make an aquatic civ.

Of course, if you just want them to go swimming, I think that's entirely possible.
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gerkinzola

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Re: aquatic
« Reply #2 on: October 09, 2009, 05:21:22 am »

lol i didnt think about that... all i wanted was to make a sort of underwater entrance to my fort... like i build ramps down to and entrance and make an airlock from the inside then flood it.
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Jackrabbit

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Re: aquatic
« Reply #3 on: October 09, 2009, 05:22:16 am »

That, I'm fairly sure would work, if the lock was above water.
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gerkinzola

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Re: aquatic
« Reply #4 on: October 09, 2009, 05:26:49 am »

that plus an easy way past aquifers... however it may provide challanges keeping the below aquifer level unflooded...
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Lofn

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Re: aquatic
« Reply #5 on: October 09, 2009, 05:59:03 am »

Sorry broseph, but the pathing is dodgy as hell.  [AQUATIC] ignores flooded squares when pathing but the critter itself treats them as dangerous terrain and panics.  Same problem applies to playable fliers.

When Toady fixes this I will be a happy happy snakeman.
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gerkinzola

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Re: aquatic
« Reply #6 on: October 09, 2009, 06:06:00 am »

lol well thats stupid but i guess at least my dwarves wont all drown when my deathtraps (which all involve either pushing enemies off a really big cliff or drowning them with water) go wrong and flood copious amounts of my fortress. which they inevitably do.
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Lofn

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Re: aquatic
« Reply #7 on: October 09, 2009, 06:38:38 am »

One big issue I had was that if a creature with [AQUATIC] tries to drink from a water source they fall in, panic, cancel the job, get out, decide they need a drink again, fall in, panic, get out, so on and so forth.
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Also known as Zuhayr.