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Author Topic: Don't go into the long grass! (stealth related)  (Read 1627 times)

Urist Da Vinci

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Don't go into the long grass! (stealth related)
« on: February 22, 2011, 11:34:32 pm »

Since the game now tracks grass height, how about modifying the stealth skill by the tile type a stealth unit is standing on? We'll assume that stealth is possible for any type of terrain, but that being surrounded by smoothed walls, smoothed or paved floors, and open space does compromise stealth. Creatures would still not be revealed from stealth unless spotted. Long, uncut, ungrazed grass should provide a decent stealth bonus, or perhaps even grant basic stealth to creatures that otherwise wouldn't have it.

Inspiration: http://www.youtube.com/watch?v=aCuDqrpYQQE

Max White

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Re: Don't go into the long grass! (stealth related)
« Reply #1 on: February 22, 2011, 11:40:36 pm »

Yes, very yes.
I mean realy, how easy is it to hide in a perfectly squair room? And maybe, one day, after a few more powergoals, we could try to sneek into a castle to kidnap the princess, and find that the easyest way in is by sneeking carefuly through the grass to the service door at the back. So you go in, find yourself in the kitchen, confronted by the cook with a rather large chefs knife.

See, this idea breathes inspiration.

NW_Kohaku

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Re: Don't go into the long grass! (stealth related)
« Reply #2 on: February 22, 2011, 11:45:19 pm »

Furniture, fortifications that nobody else is standing directly next to, and to a lesser extent, even windows (which, being blown, has imperfections that make it harder to see through, especially the impure green glass) should also impact detection range.

It should be easier to hide near shrubs or at least behind a desk than in a completely smoothed hallway.
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Xvareon

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Re: Don't go into the long grass! (stealth related)
« Reply #3 on: February 23, 2011, 01:31:27 am »

Except with this we would need to calculate stealth rolls...  for each unit, as well as look at pieces of terrain around them..  The FPS lag is something we can do without, but its still an interesting idea.

Max White

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Re: Don't go into the long grass! (stealth related)
« Reply #4 on: February 23, 2011, 03:02:18 am »

Right now we still have a check to see if a creature is sneeking, that sgould be a simple get() function. Extending this so that the value is multiplyed with a grass lengh enum, and a simple random number generator that depends on system time, shouldn't cause noticable lag.

Dutchling

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Re: Don't go into the long grass! (stealth related)
« Reply #5 on: February 23, 2011, 04:31:44 am »

Except with this we would need to calculate stealth rolls...  for each unit, as well as look at pieces of terrain around them..  The FPS lag is something we can do without, but its still an interesting idea.

For each unit? AFAIK only thieves, ambushes, hunters and hunting dogs ever sneak and it's not like you always have a lot of those on your map.
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Granite26

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Re: Don't go into the long grass! (stealth related)
« Reply #6 on: February 23, 2011, 08:47:56 am »

I would see larger pastures as a prereq for this.

penco

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Re: Don't go into the long grass! (stealth related)
« Reply #7 on: February 23, 2011, 04:59:48 pm »

Or even better... when dwarves enter tall grass, they are confronted by





Spoiler (click to show/hide)
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King_of_the_weasels

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Re: Don't go into the long grass! (stealth related)
« Reply #8 on: February 23, 2011, 11:23:36 pm »

Or even better... when dwarves enter tall grass, they are confronted by





Spoiler (click to show/hide)

Bah you beat me to it!
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Daemon

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Re: Don't go into the long grass! (stealth related)
« Reply #9 on: February 24, 2011, 01:48:24 am »

Or even better... when dwarves enter tall grass, they are confronted by





Spoiler (click to show/hide)

Now that would be some awesome leather.
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Draco18s

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Re: Don't go into the long grass! (stealth related)
« Reply #10 on: February 24, 2011, 05:52:20 pm »

Or even better... when dwarves enter tall grass, they are confronted by
Spoiler (click to show/hide)

Now that would be some awesome leather.

You know you want one.
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FearfulJesuit

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Re: Don't go into the long grass! (stealth related)
« Reply #11 on: February 25, 2011, 07:34:55 am »

This is a masterwork Charmander skull totem. All craftsdwarfship is of the highest quality. This object menaces with spikes of Rattata leather and is encircled with bands of Mudkip bone.

On the item is the image of Ash Ketchum the human and a Pikachu in Abra leather. The artwork relates to the catching of the Pikachu by Ash Ketchum in the year 7.
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scout890

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Re: Don't go into the long grass! (stealth related)
« Reply #12 on: February 27, 2011, 02:25:40 pm »

speaking of pokemon, has anyone made a mod yet that replaces all the animals with pokemon?
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nothing