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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2273344 times)

Splint

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So sort of like the nothing from... Damn what was that... Nomekast or something like that.

Talvieno

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More or less, yeah. They'd show up often enough and nobody would have to worry about them being an actual civ. Downside is, they wouldn't have weapons or armor. They'd be animal people.

you know, like hyena-men. :P
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Splint

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Well, now that I think of it, could always have unofficial cave civs too. The inland caverns are much more dangerous so it's only natural the tribals would have to be more organized there to survive and would be good to keep overseers who work the caverns on their toes.

TalonisWolf

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I found something I meant to post awhile ago. Like, before the drawing I did of Mr Frogs room. Thought I'd post it up while I knew where it was:

Spoiler (click to show/hide)

  Hopefully, I can finish a few other things... no promises, though.

Edit: The quote is hard to read, so I'll put it below:

Quote from: Hanslanda
That would only be logical, but this is Spearbreakers, where logic dictates you must add a mug to all equations.





« Last Edit: March 23, 2014, 01:12:03 pm by TalonisWolf »
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GENERATION 32:
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Aseaheru

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So, I got pissed off and took a photo of one of the things I wanted to show.

Behold, a grainy image of the Mk. 9 "Spear" pulse rifle.
Spoiler (click to show/hide)
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Splint

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The design needs to to either have the front brought up or the front blade sight elongated. As it stands that sight won't be much use for actual aiming unless the rear part is showing the whole loop not just a profile of it.

Mr Frog

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As long as we're pitching new creatures, here's something I came up with on the spur of the moment:

Trash Golems

A byproduct of Parasol et al's intrusion into Everoc, trash golems are formed when large amounts of organic waste and scrap metal are exposed to a combination of Everoc's ambient magical field and the radioactive runoff from advanced manufacturing processes. The ensuing reaction animates the garbage into a grotesque abomination of festering waste and razor-sharp metal limbs.

A trash golem is slightly larger than a dwarf and is composed of a large lower body composed of rotting organic matter and a smaller upper body composed of fused scrap iron. A sharp iron forespike extends from the lower body and is used to drag the festering pile along the ground as well as for self-defense, although this function is more-often carried out by the two metal arms extending from the upper body, the left arm ending in a powerful leaden pincer and the right in a razor-sharp steel spike. A gnashing pair of steel jaws protrude from the lower body and are used to masticate the beast's food. A mass of brain tissue covered in a thin layer of chitin is buried in the flesh of the monster's lower body, and is the creature's only known weak point; it can survive the complete obliteration of the entire rest of its body mass so long as this central core is unharmed. It is likely that the core was once an unfortunate scavenging insect which ended up being incorporated into the trash golem's physiology.
   Trash golems are highly-poisonous; not only are they capable of emitting bursts of noxious gases at attackers, but their flesh drips with festering sludge capable of burning and rotting living tissue, leaving a toxic trail behind them everywhere they go.

Trash golems are nearly-mindless, possessing only a single-minded drive to kill and consume organic matter. Upon arriving at a fortress, it will make a beeline for its food stockpile, killing everything in its path. Though they lack the size and strength to bash through doors and other obstacles, leaving them to their own devices is unwise, as their filth will quickly contaminate everything around them, leaving behind a hazardous mess that can be very hard to get rid of.

Despite their small size and lack of agility, the trash golem's toxicity, extreme durability, and razor-sharp metal limbs have led to it quickly attaining a fearsome reputation comparable to larger beasts such as rocs in the short time since their first sightings.



I already have these all raw'd up. Just say the word.

E: Fixed typos >>;
« Last Edit: March 21, 2014, 01:28:34 am by Mr Frog »
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

TalonisWolf

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...yeeeessssss. That sounds horrifyingly awesome!
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Lolfail0009

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I approve of the trashies!
(Not that my approval means much :P)

Propman

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That idea is garbage. And by garbage, I mean excellent.

As for the gnoll issue, I think there is a way to replicate how subterranean animal people and kobolds work, so if we could add the relevant tags so that they don't physically show up as a civ on the embark screen, that would get rid of the "proper civ" issue. Shifting around their attack priority (the wealth and pop. needed for them to show up) to something more erratic would make it so that they're not encountered as often as goblins/manamaids (but do you really want to encounter them that often?)/Mutant Cyborg Zombie Spawn (cyberdwarves becoming spawn is a thing, right?)/ect., with the added benefit that nobody will be sure that they'll actually ever physically appear in the game combined with the former (gnolls have a tendency to get killed off if you run world gen too long).
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Mr Frog

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I'm having a hell of a time getting the grimy little bastards to survive worldgen, though, probably because of their small size (SIZE:80000). Worldgen combat mechanics seem to differ somewhat from those in the arena -- killing a trash golem is normally an adventure and a half, but they drop like flies in worldgen. Still haven't seen one make it longer than 120 years :(
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Propman

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Try giving them lairs; World gen seems to be weird when it comes to handling historical figures that wander a lot; A steel eight-tonne animated tank will fall to an elven swordsman, somehow. Meanwhile, an aluminum volkswagen semi-mega with appalling stats in everything besides speed can road-kill over thirty targets over the span of 500 years if you give it a cave lair.
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Mr Frog

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They do have lairs; they also happen do be redonkulously fragile specifically in worldgen for some reason, to the point where whatever benefits a lair grants are cancelled out completely.

Gonna tinker a bit.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Talvieno

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I actually very, very, very much like this idea, but with the addition of one thing. You could easily create multiple castes for the creatures, giving each caste a slightly different body - for instance, one might have three arms, one might have an extra leg, another might move slightly faster or slower, etc. Other than that they could be completely identical.

[SELECT_CASTE:TRASH_GOLEM_1]
    [BODY:TRASH_GOLEM]
[SELECT_CASTE:TRASH_GOLEM_2]
    [BODY:TRASH_GOLEM:TG_ARM]
[SELECT_CASTE:TRASH_GOLEM_3]
    [BODY:TRASH_GOLEM:TG_2ARM]

etc.

followed by,
[SELECT_CASTE:ALL]

and then the rest of everything. That would give them a little bit of variability so it wasn't like, "Every pile of garbage looks the same".


Also, I came up with something last night that might almost be a solution to our issue with canon creatures. Yes, the main fortress is over, but, Vanya's story isn't. It's still considered canon, right? (Unless I missed something somewhere, and it got downgraded...) I could potentially work in a one-off or a quick reference here and there to it - that's all it needs to become a real thing. (For example: frog moss, Mr Frog's love of little birds, chardonnay, etc., were all one-off jokes that became something much more. Little jokes do big things.)

I also really like the idea of including gnolls as a skulker civ. Not so much animal men, because then you'd be seriously lucky if you saw them at all. :-\

Also, random, I need to rewrite the radioactivity code in Java... I've been procrastinating on it for a while now.



Oh, but! Good news! I've added three chapters to my "chapter stockpile" so far, so it won't be more than a couple days before I have enough to start posting.
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CaptainMcClellan

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They do have lairs; they also happen do be redonkulously fragile specifically in worldgen for some reason, to the point where whatever benefits a lair grants are cancelled out completely.

Gonna tinker a bit.

Would having them able to come back as zombies help or make things worse? ( Zombie trashmen, lock up your dwarves! XD )

EDIT: Are we waiting for the new release for SBII? Or are we just "going to start it when it starts"?
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