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good ideas?

infected civ is bad
infected civ is good
new mist/fog/dust type is good
new mist/fod/dust type is bad

Author Topic: Evil biome stuff  (Read 3159 times)

Drago55577

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Evil biome stuff
« on: February 23, 2012, 09:40:48 pm »

New dust/fog type
Lingering Fog: A new type of fog that instead of coming and dissapearing, stays indeffinatly on a map but takes a while (5 minutes?) To transform stuff and exposure stacks up and slowly dissapears.

New dust/fog/mist effect
Ghoul: like a zombie but without a limp and more aggresive.
MinorHusk: a husk, but it still needs its head and is weaker.

A new civ type:

Infected: a civilization that lives in caverns if they Gen in a world, and invade the surface building Hives(massive town sized buildings that are just lots of fleshy corridors and rooms with a roof)and use sentient creatures and wildlife as food to multiply. They have fleshy growths on them and when infected have a chance to transform into a higher or lower infected type. Weapons and growth positions are randomized

Types:
Infected(useless creatures that are just covered in fleshy growths)
CombatForm (a higher class that have fleshy growths mainly on upper torso and head and have a few claws)
Tank (Larger than a bear and has bone growths under some of the fleshy ones and multiple claws.)
Juggernaught (Larger than a Tank and has slightly stronger bone growths under all fleshy growths and mace like appendages)
GreatOnes (Creatures nearly nearly as large as a Mega beast, the few encounters with them that lived said they were great creatures covered in pure black plated armor, had long tails with barbs on the end and the claws sliced through steel. Guards of the Hivemind)
Hivemind (A hulking beast large as or larger than a titan, all encounters never survived but one, he said it sliced through titans like butter and was a massive glob of flesh cover in mouths having many tentacles to fight and drage itself along with, also at the end of thinner ones were great blades of a pure black metal that also covered parts of its skin.one of a kind)

The Infected are a civilization that starts underground and raids the surface, soon making Hives and using sentient creatures and wildlife as food to grow. They will attack your civ multiple times and all creatures on your map infected return or if you kill the Juggernaught that leads every raid (but at later stages multiple will come, rarely a GreatOne will command) they never leave unless you wall yourself of for years (catching sight of your dwarves will put them back into a frenzy)
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peskyninja

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Re: Evil biome stuff
« Reply #1 on: February 24, 2012, 10:47:11 am »


A new civ type:

Infected: a civilization that lives in caverns if they Gen in a world, and invade the surface building Hives(massive town sized buildings that are just lots of fleshy corridors and rooms with a roof)and use sentient creatures and wildlife as food to multiply. They have fleshy growths on them and when infected have a chance to transform into a higher or lower infected type. Weapons and growth positions are randomized

Types:
Infected(useless creatures that are just covered in fleshy growths)
CombatForm (a higher class that have fleshy growths mainly on upper torso and head and have a few claws)
Tank (Larger than a bear and has bone growths under some of the fleshy ones and multiple claws.)
Juggernaught (Larger than a Tank and has slightly stronger bone growths under all fleshy growths and mace like appendages)
GreatOnes (Creatures nearly nearly as large as a Mega beast, the few encounters with them that lived said they were great creatures covered in pure black plated armor, had long tails with barbs on the end and the claws sliced through steel. Guards of the Hivemind)
Hivemind (A hulking beast large as or larger than a titan, all encounters never survived but one, he said it sliced through titans like butter and was a massive glob of flesh cover in mouths having many tentacles to fight and drage itself along with, also at the end of thinner ones were great blades of a pure black metal that also covered parts of its skin.one of a kind)

The Infected are a civilization that starts underground and raids the surface, soon making Hives and using sentient creatures and wildlife as food to grow. They will attack your civ multiple times and all creatures on your map infected return or if you kill the Juggernaught that leads every raid (but at later stages multiple will come, rarely a GreatOne will command) they never leave unless you wall yourself of for years (catching sight of your dwarves will put them back into a frenzy)
I think that this is to "Gamey" for dwarf fortress.
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Drago55577

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Re: Evil biome stuff
« Reply #2 on: February 24, 2012, 01:22:46 pm »

It would be


=!!FUN!!=
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Sutremaine

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Re: Evil biome stuff
« Reply #3 on: February 24, 2012, 09:24:01 pm »

Fogs that work by cumulative exposure would be an interesting aspect because they would allow the player to take calculated risks about spending time outside (after all, the best kind of fun is the kind you bring on yourself). Some sort of indication that dwarves are starting to suffer would be good, so that an attentive player could give them some time off. Maybe a flashing status that also shows up in the health screen, like hunger and fever and injury status do.
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Drago55577

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Re: Evil biome stuff
« Reply #4 on: February 25, 2012, 01:10:57 pm »

Good idea :D

Lingering Fog health thingy

First Stage:
Hungry more often
Thirsty more often

Second Stage:
Dwarf tires more easily
Becomes a lazier dwarf

Third Stage:
(But depending on what the fog does (mutation, murder, husk, zombify, ghoulify etc) thing will be different.)
Mutation:small growths and increased/decreased abilties (but it would be rare for increased(more risk=more FUN))
Being worse/better at some jobs or fighting.

Murder: mild pain, vomiting occasionly.

Husk: skin is starting to go hard and turn light greyish blue (in my mind they look like this minus the pipe things)

Zombify:the dwarf may randomly attack other dwarves or eat meat more

Ghoulofy: skin starts going light green and dwarf attacks animals randomly.

Stage Four:
Mutation: Dwarf starts growing claws(a bonus) or other weapons (material is random, but stronger things are rarer for each weapon, like an addy hammer or copper claw) or increased metabolism (definatly not a bonus)

Murder: Random bleeding, pain, voting and if a dwarf is weak death.

Husk: Starts to turn greyish blue, and attacks things frequently also is good for a Spectre (send him out to pwnca seige)

Zombify: Starts limping, minor rot and attacks living things frequently and will be ignored by undead but can still attack them.

Ghoulify: skpSkin turns light green, stops doing jobs and wanders around aimlessly.


Final Stage:
All transformations complete.

Mutations don't make a dwarf leave your fort though.


« Last Edit: February 25, 2012, 01:25:17 pm by drago55577 »
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Neonivek

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Re: Evil biome stuff
« Reply #5 on: February 25, 2012, 01:24:46 pm »

Actually once Evil and Good (or Sphere) biomes start appearing naturally, I'd love to see entire cities be engulfed and transformed into new creatures.
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Drago55577

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Re: Evil biome stuff
« Reply #6 on: February 25, 2012, 01:29:18 pm »

Actually once Evil and Good (or Sphere) biomes start appearing naturally, I'd love to see entire cities be engulfed and transformed into new creatures.

So infected civ?

I'm not doing good biome stuff though.....yet
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Loud Whispers

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Re: Evil biome stuff
« Reply #7 on: February 25, 2012, 01:51:03 pm »

Fogs that work by cumulative exposure would be an interesting aspect because they would allow the player to take calculated risks about spending time outside (after all, the best kind of fun is the kind you bring on yourself). Some sort of indication that dwarves are starting to suffer would be good, so that an attentive player could give them some time off. Maybe a flashing status that also shows up in the health screen, like hunger and fever and injury status do.

I really like this idea. Maybe even wears away clothes before finally succumbing Dwarfs to the worst of the effects.

As for the hives...

Variant Mountainhomes? :C

Drago55577

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Re: Evil biome stuff
« Reply #8 on: March 07, 2012, 11:27:43 pm »

Variant mountain homes?

Also you can add to the ideas if you like.
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Drago55577

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Re: Evil biome stuff
« Reply #9 on: March 16, 2012, 08:15:43 am »

Uh bump just to get it out there (ok in gone now)
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