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Author Topic: Good regions being painfully good  (Read 88686 times)

WillowLuman

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Re: Good regions being painfully good
« Reply #165 on: March 19, 2012, 11:05:39 pm »

Need brain bleach, imagined a [SPHERE:UNTOWARD] region.
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Radiant_Phoenix

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Re: Good regions being painfully good
« Reply #166 on: March 20, 2012, 11:03:30 am »

Need brain bleach, imagined a [SPHERE:UNTOWARD] region.
I can one-up that:

[SPHERE:LUST] with... zombies.
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WillowLuman

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Re: Good regions being painfully good
« Reply #167 on: March 20, 2012, 07:54:12 pm »

Need brain bleach, imagined a [SPHERE:UNTOWARD] region.
I can one-up that:

[SPHERE:LUST] with... zombies.

Must be secretly already implemented, as only embarking on one can explain my current fort. all 7 artifacts are thongs, one of which is from a fell mood.
Anyway, had another idea for fairytale style regions: children never grow up.
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Radiant_Phoenix

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Re: Good regions being painfully good
« Reply #168 on: March 20, 2012, 08:03:47 pm »

Anyway, had another idea for fairytale style regions: children never grow up.
Worse: Dwarves age in reverse, which also includes becoming less skilled in the tasks they perform and more skilled in the tasks they don't; strange moods erase a skill entirely!

EDIT: Now you will know why you fear the night artifact of doom!
« Last Edit: March 20, 2012, 08:06:44 pm by Radiant_Phoenix »
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Loud Whispers

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Re: Good regions being painfully good
« Reply #169 on: March 20, 2012, 08:04:27 pm »

Anyway, had another idea for fairytale style regions: children never grow up.

This is one of the better suggestions o-o

WillowLuman

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Re: Good regions being painfully good
« Reply #170 on: March 20, 2012, 08:08:22 pm »

Oh, they still grow, but once they get to 12 they just... stop.
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potatato

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Re: Good regions being painfully good
« Reply #171 on: March 20, 2012, 09:32:35 pm »

What if like unsmoothed stone would slowly grow back.  I don't know if this IS a good idea but I think it'd be exploitable AND annoying.
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Couchmonster

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Re: Good regions being painfully good
« Reply #172 on: March 21, 2012, 01:38:56 am »

If good regions were really so valuable then everyone else would embark there as well but currently races avoid good regions as well.

Good should be dangerous for the same reasons Evil regions are dangerous. They arn't made for you.

Powerful creatures empowered by the land's magics. Seedlings that fly in the air and play music that puts you to sleep. possible conversion or transformations of your dwarves into harmless creatures (Fluffy Wamblers).

Ever tried killing an unicorn? Have !!FUN!!

Radiant_Phoenix

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Re: Good regions being painfully good
« Reply #173 on: March 21, 2012, 02:32:44 am »

Not sure if this belongs here...
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kaijyuu

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Re: Good regions being painfully good
« Reply #174 on: March 21, 2012, 02:51:55 am »

Good regions need ponies.


Never going to happen but I would die laughing.
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Neonivek

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Re: Good regions being painfully good
« Reply #175 on: March 21, 2012, 08:39:52 am »

Good regions need ponies.


Never going to happen but I would die laughing.

Pony are just miniature horses. I am pretty sure you mean another kind of Pony.

Wait... does the game even have Pony?
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Loud Whispers

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Re: Good regions being painfully good
« Reply #176 on: March 21, 2012, 11:23:19 am »

What if like unsmoothed stone would slowly grow back.  I don't know if this IS a good idea but I think it'd be exploitable AND annoying.

Woah, the possibilities...

Digging enemies would be able to make tunnels without ruining aesthetics!

kaenneth

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Re: Good regions being painfully good
« Reply #177 on: March 21, 2012, 07:10:31 pm »

Elements I would like to see:

Addictive plants that are only eaten if out of other food. (Lotus eaters as mentioned)

Mists/Rains the trigger 'On Break' or 'Attend Party' some healing, refreshing, etc.

Children not growing up at all is a bit severe, but maybe take up to 50% longer (18); maybe make the harsh life of evil area make dwarves grow up faster (9) heck, apply that to the whole lifespan of every creature; evil areas cut lifespans, good areas extend them.

Elves should get annoyed at tree cutting in good biomes, as well as channeling/digging grass and damaging natural surface terrain, and well as redirecting rivers; if the water doesn't exit the map at the same point it did on Embark, you are depriving the downstream ecology. Elves should be as tough in good areas as goblins are in normal; perhaps even with a special 'wood' armor as hard as steel. But if you make a simple entrance into a rock face and do everything underground, heading to the caverns ASAP for fungus 'wood' they won't mind as much.

Can a good area be immediately next to an evil area, or will there always be a neutral buffer zone?
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white_darkness

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Re: Good regions being painfully good
« Reply #178 on: March 21, 2012, 07:36:04 pm »

They definitely can.

So you could get homicidal zombie unicorns rising up out of your refuse stockpile, if it's in the wrong place...
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WillowLuman

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Re: Good regions being painfully good
« Reply #179 on: March 21, 2012, 08:40:49 pm »

Believe me, Evil regions already shorten the lifespans of all inhabitants. Life in them is grim, hard, and brief.
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Keep Me Safe - A Girl and Her Computer (Illustrated Game)
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