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Author Topic: Deadly trees/shrubs/plants  (Read 3972 times)

Burmalay

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Deadly trees/shrubs/plants
« on: March 15, 2012, 05:21:41 am »

It would be nice if some trees, shrubs or plants (spore of it) will cause lethal or infection effect on dorfs when they trying to cut it.
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Matoro

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Re: Deadly trees/shrubs/plants
« Reply #1 on: March 15, 2012, 11:09:04 am »

How about ents, mortal enemy of dwarves (after elves). Giant, walking trees sieging you because you cut down just one tree.

But aye, that suggestion is good. Evil biomes aren't evil enough...
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Adrian

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Re: Deadly trees/shrubs/plants
« Reply #2 on: March 15, 2012, 11:27:39 am »

Evil biomes aren't evil enough...
Everything including the weather tries to kill you right now.
And remember that boar you killed? You didn't.

I'm not saying evil biomes should be nerfed, but they're already insanely difficult to get a settlement started.
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peskyninja

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Re: Deadly trees/shrubs/plants
« Reply #3 on: March 15, 2012, 12:08:23 pm »

Nah, Evil biomes are fine. I think poisonous stuff should be in the caverns and in savage areas.
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Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Babylon

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Re: Deadly trees/shrubs/plants
« Reply #4 on: March 15, 2012, 12:52:02 pm »

How about ents, mortal enemy of dwarves (after elves). Giant, walking trees sieging you because you cut down just one tree.

But aye, that suggestion is good. Evil biomes aren't evil enough...

I think ents in good areas would be pretty kick ass.
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Matoro

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Re: Deadly trees/shrubs/plants
« Reply #5 on: March 15, 2012, 01:04:55 pm »

Nah, Evil biomes are fine. I think poisonous stuff should be in the caverns and in savage areas.

Hey, that was pretty good idea. Caverns have weird plants and trees, so why there wouldn't be some dangerous plants also? Poisonous mushrooms...

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Adrian

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Re: Deadly trees/shrubs/plants
« Reply #6 on: March 15, 2012, 02:15:44 pm »

Poisonous mushrooms...
Urist mcAxedorf cancels Kill goblins: Tripping balls.
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Radiant_Phoenix

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Re: Deadly trees/shrubs/plants
« Reply #7 on: March 15, 2012, 04:32:36 pm »

How about ents, mortal enemy of dwarves (after elves). Giant, walking trees sieging you because you cut down just one tree.
The Elves should bring them with them when they siege.
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Adrian

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Re: Deadly trees/shrubs/plants
« Reply #8 on: March 15, 2012, 04:43:00 pm »

How about ents, mortal enemy of dwarves (after elves). Giant, walking trees sieging you because you cut down just one tree.
The Elves should bring them with them when they siege.
So Ents would be for Elves as Trolls are for Gobloons?
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peskyninja

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Re: Deadly trees/shrubs/plants
« Reply #9 on: March 16, 2012, 12:22:35 pm »

Gobbos already have trolls.....
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Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Adrian

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Re: Deadly trees/shrubs/plants
« Reply #10 on: March 16, 2012, 12:56:39 pm »

Gobbos already have trolls.....
That's what i said:
The elf-equivalent of Trolls
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peskyninja

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Re: Deadly trees/shrubs/plants
« Reply #11 on: March 16, 2012, 01:05:09 pm »

Oh god, I fell stupid now.
IMO evil biomes are fine, dangerous and scary. If they receive more FUN it would be impossible to play on them.
Maybe savage biomes should affect crops, not every harvest or something punctual but something very random. And it should also not be very dangerous.(Numbness, faint, bruising, brain damage :P, lower crop value...)
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Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

NTJedi

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Re: Deadly trees/shrubs/plants
« Reply #12 on: March 19, 2012, 02:19:59 pm »

Currently evil map sections have too much in the sense that once a player is established behind walls/traps, they can use the endless recovering zombies for training their soldiers very quickly thus the gameplay difficulty decreases immensely by having super soldiers.  So while it might be difficult at first it's not properly balanced to provide longterm difficulty. 
Suggested Improvements:   The frequency of undead reanimation should arrive less often, but as an entire map effect.  So instead of 55 body parts reanimating individually with a high frequency, the 55 body parts would reanimate all at the same time yet less often. This would decrease the rate at which soldiers can gain experience from the undead reanimation as well as provide a more effective longterm difficulty.

*In regards to the original topic
  Deadly Shrubs/Plants  A few shrubs/plants have a small percent chance of generating some random effect on the dwarf walking on top of them.  The random effects can include:  Sleepy, Hungry, Dazed, Happy Thought, UnHappy Thought, Slowed, Scared, etc., etc., etc., .

Deadly Trees   A few trees are immobile sleeping monsters which cannot be targeted for attack until they are awoken.  The immobile sleeping monsters will only awaken when someone trys cutting them down.  They have a wooden maul attack, 2 wooden mace attacks and can throw many wooden arrows for a ranged attack.  A very small percentage of these can actually move once awake.
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Radiant_Phoenix

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Re: Deadly trees/shrubs/plants
« Reply #13 on: March 19, 2012, 02:44:47 pm »

Plants with AoE syndromes would just require plants to have [SECRETION:*]s, right?
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FrankMcFuzz

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Re: Deadly trees/shrubs/plants
« Reply #14 on: March 19, 2012, 06:47:31 pm »

You'd think ents would actually be in peaceful and mirthful places. The happy blue areas. Given how old, wise, and magical they are.

Or maybe I'm too used to Lord of the Rings ents. Bring on the Harry Potter-esque whomping willows and Wizard of Oz creepy trees with arms, eyes, and big horrifying mouths.
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