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Author Topic: Terrors of the Old Ways  (Read 1181 times)

Girlinhat

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Terrors of the Old Ways
« on: May 05, 2011, 12:14:55 am »

Skeletal Elephants, rain that boils fat, steam that cooks creatures alive, carp...  The old versions have a whole collection of -things- that make the dwarven lifestyle intensely dangerous and questionable.  While the newer versions have a lot of bugfixes in healthcare and military and pretty much everything else, we do perhaps become soft from the lack of killer carp fighting skeletal elephants.

What would be needed to make these a danger again?  I think skeletons could be done by making an identical creature with no organs or skin, [NO_THOUGHT], [EXTRA_VISION], and all the other tokens needed to make them survive as skeletons.  Likely copper/iron/bronze bones as well, because bones are relatively weak on their own.  Carp, I believe, could be given a faster attack speed?  What else?

3

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Re: Terrors of the Old Ways
« Reply #1 on: May 05, 2011, 12:22:31 am »

NOEXERT is a good one even if it's not on a "skeletal" creature. Natural skills and higher attributes are a logical way to go.
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Untelligent

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Re: Terrors of the Old Ways
« Reply #2 on: May 05, 2011, 12:54:12 am »

Add a half dozen extra zeros to carps' size. Their main danger has always been carps' tendency to attack things and the things dodge into water, though. They never were really that powerful; people just saw their attack was 1:6 and assumed that meant they were strong.

I don't think there's a way to make rain boil fat anymore without making fat also boil when it's not raining.

You might be able to make tougher skeletons by giving the regular critter bronze bones. I THINK vanilla skeletons work by just removing all the tissues that aren't bones and a few other things.
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Girlinhat

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Re: Terrors of the Old Ways
« Reply #3 on: May 05, 2011, 01:23:12 am »

Other ideas are greatly appreciated.  I want the 40d terror with the .21 joy.

TomiTapio

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Re: Terrors of the Old Ways
« Reply #4 on: May 05, 2011, 02:56:02 am »

Well, give skills and speed to the dangerous beasts, as I have done in Deon's Genesis mod. Toady loves to have cheetah and sheep at same 900 speed.

put speed 500 to 800 on the badass ones, and something like
   [NATURAL_SKILL:BITE:7]
   [NATURAL_SKILL:DODGING:4]
   [NATURAL_SKILL:STANCE_STRIKE:7]
   [NATURAL_SKILL:GRASP_STRIKE:7]
   [NATURAL_SKILL:WRESTLING:5]
   [NATURAL_SKILL:MELEE_COMBAT:4]
(from Dire Bear)

Perhaps if the wrestling skill is the highest attack skill, creature does too many very-low-damage strangling/chokehold attacks.

for aggression,
[NOFEAR][NOPAIN][TRANCES][PRONE_TO_RAGE:4]
[LARGE_ROAMING][NATURAL][LARGE_PREDATOR][AMBUSHPREDATOR][LIKES_FIGHTING]
[VIEWRANGE:33] default is 20
[CURIOUSBEAST_EATER][CURIOUSBEAST_GUZZLER] --perhaps forces them to approach the fort

for endurance,
   [SELECT_TISSUE:FAT][RELATIVE_THICKNESS:2] --boost its toughness.
   [SELECT_TISSUE:MUSCLE][RELATIVE_THICKNESS:2]
   [SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:2]

and also possible:
      [PHYS_ATT_RANGE:STRENGTH:3000:3500:3750:4000:4250:4500:5000]            ++++
      [PHYS_ATT_RANGE:AGILITY:3000:3500:3750:4000:4250:4500:5000]            ++++
      [PHYS_ATT_RANGE:TOUGHNESS:3000:3500:3750:4000:4250:4500:5000]           ++++
      [PHYS_ATT_RANGE:RECUPERATION:3000:3500:3750:4000:4250:4500:5000]        ++++
« Last Edit: May 05, 2011, 02:59:54 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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Re: Terrors of the Old Ways
« Reply #5 on: May 05, 2011, 03:15:24 am »

Other ideas are greatly appreciated.  I want the 40d terror with the .21 joy.
Why not the .25 though?
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Naryar

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Re: Terrors of the Old Ways
« Reply #6 on: May 05, 2011, 03:16:22 pm »

I modded my carp to have [LIKES_FIGHTING] and [LARGE_PREDATOR] if you have to ask  :P

I also have giant carp, ten times bigger than normal carp, and carp men. These live in savage rivers.

And burning steam would be good to have again. So we can do steam based traps and cook gobbos alive.
« Last Edit: May 05, 2011, 03:18:10 pm by Naryar »
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TomiTapio

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Re: Terrors of the Old Ways
« Reply #7 on: May 05, 2011, 03:26:55 pm »

Burning steam... hmm I dunno if hot gas with high specific heat and/or fixed hot temperature would be harmful. Probably best way to test is with a material breath attack of said hot gas.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Girlinhat

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Re: Terrors of the Old Ways
« Reply #8 on: May 05, 2011, 04:39:15 pm »

Other ideas are greatly appreciated.  I want the 40d terror with the .21 joy.
Why not the .25 though?
Because I can't count, that's why.

Seriyu

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Re: Terrors of the Old Ways
« Reply #9 on: May 05, 2011, 08:17:31 pm »

Adding NOPAIN is a good token if you want stuff to stop collapsing after a good hit.