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Author Topic: Multi-tile megabeasts  (Read 3487 times)

zagibu

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Re: Multi-tile megabeasts
« Reply #15 on: May 23, 2008, 06:46:00 am »

Most fortresses have 3-tile wide entrances anyway, to allow trader's wagons to enter. So I think any size up to 3x3 would already work quite well. As for not confusing it with a bunch of 1-tile critters, the text could be inverted, meaning the background would be colored and the letter would be black. This would also allow shapes with even sidelength, unlike Draco18s' suggestion.
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MoonCabbage

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Re: Multi-tile megabeasts
« Reply #16 on: May 24, 2008, 03:41:00 am »

Toady has already mentioned multi-tiled beasts and boats at some point in time. i believe it was an interview, the gamasutra one i think?

oh well anyhoo it has loads to deal with pathfinding and creature spawning. especially with moving other creatures "out of the way" when the multi-tiled objects moves and what not. Wagons are special in this case for some reason i'm too tired to think of right now.

As to just making giant D's for dragons roaming around... It can't be done period in DF. It may be open GL but Toady has already stated the code doesn't allow blown up lettering occupying multiple tiles to function. Besides the tacky-ness of seeing a large D when Toady could potentially make multi-tiled objects.

Multi-tiled objects are in the works. Just don't expect to see them anytime soon.

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zagibu

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Re: Multi-tile megabeasts
« Reply #17 on: May 24, 2008, 03:45:00 am »

Wagons are special because they just run over creatures. Megabeasts could do that, as well. Megabeasts are usually a single army anyway, so they don't have to avoid anything.
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MoonCabbage

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Re: Multi-tile megabeasts
« Reply #18 on: May 24, 2008, 01:14:00 pm »

quote:
Originally posted by zagibu:
<STRONG>Wagons are special because they just run over creatures. Megabeasts could do that, as well. Megabeasts are usually a single army anyway, so they don't have to avoid anything.</STRONG>

you see, if it was this easy it would have done already  :(

wagons are essentially buildings (even tho they are in the creature.text) and like i mentioned are special for reasons outside of moving other objects "out of the way", pathfinding, and creature spawning; the three things i think toady mentioned in multi-tiled beasts.

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Kazindir

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Re: Multi-tile megabeasts
« Reply #19 on: May 24, 2008, 06:44:00 pm »

quote:
Originally posted by Neonivek:
<STRONG>
Is probably because Toady has yet to put in intelligent sieging and a Multitile creature is basically harmless without it unless it has the ability to spawn creatures itself (that would be cool, a GIANT flying Hive that spawns killer bees) or stay at your front door forever.
</STRONG>

That would be an awesome new Hydra. The main body would be your 3x3 tile monster (or however big you decide hydras are) and it could spawn smaller "monsters" which are it's heads.

Aslong as you can keep the head "monsters" from running off, so they are always near the main monster body, that would let you have this awesomeness whilst still having he traditional hydra head regeneration.  :)

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Techhead

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Re: Multi-tile megabeasts
« Reply #20 on: May 24, 2008, 11:29:00 pm »

I think that making a megabeast has a 1 tile body, a 1 tile tail, and between 2 and 10? individual heads would be awesome.
If you gave the heads the ability to stack if needed so that it could fit into narrower corridors and gobble cowering dwarves that would be more awesome.

Dragons could be a 1 tile head, 1 tile tail, and 2 single tile wings, with a ranged fire breath. Just make sure that the wings stay between the head and the tail.
Colossi would just be 2x2x2 that also smash walls so they can fit.

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Fieari

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Re: Multi-tile megabeasts
« Reply #21 on: May 25, 2008, 12:30:00 am »

Don't forget the greek legendary monster Typhon, the ONE HUNDRED headed hydra.
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Draco18s

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Re: Multi-tile megabeasts
« Reply #22 on: May 25, 2008, 01:20:00 am »

quote:
Originally posted by Techhead:
<STRONG>Colossi would just be 2x2x2</STRONG>

As "correct" as that is, we've discussed the issue of multi-zlevel pathing when discussing seige towers.  The result is that it is extremely difficut.

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