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Author Topic: closing the gates of hell (spoilers)  (Read 9018 times)

GreatWyrmGold

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Re: closing the gates of hell (spoilers)
« Reply #15 on: November 25, 2012, 07:46:28 am »

That's for now, not DF 1.0. Once some AI gets fixed, you'll likely be eating fireballs and syndromes...assuming they can't break down fortifications...
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AutomataKittay

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Re: closing the gates of hell (spoilers)
« Reply #16 on: November 25, 2012, 12:19:02 pm »

I thought AI was already smart enough to shoot fireball and everything at anything that's in LOS? Or is that still stuck with similar effect as archers away from fortification?
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GreatWyrmGold

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Re: closing the gates of hell (spoilers)
« Reply #17 on: November 25, 2012, 12:27:02 pm »

Probably the same as archers. I think the issue might be related to a bug where they need to be able to path to fire balls.
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Damiac

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Re: closing the gates of hell (spoilers)
« Reply #18 on: November 26, 2012, 11:52:37 am »

I think the army arc, once implemented, would provide an even endier end-game, where you conquer the whole world.  It seems to me that hell is just a placeholder to give you something to do, although it fits in with the whole moria-simulator thing.  Although Moria only seemed to have one clown.
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Metruption

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Re: closing the gates of hell (spoilers)
« Reply #19 on: November 26, 2012, 06:25:12 pm »

You win by mining out every block at every embark able site in a large world and then kill all the civilizations from there in adventure mode.
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darknessofthenight

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Re: closing the gates of hell (spoilers)
« Reply #20 on: November 26, 2012, 06:30:02 pm »

but some of us want to win in less time than it takes a version to come out.
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triato

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Re: closing the gates of hell (spoilers)
« Reply #21 on: November 26, 2012, 07:57:07 pm »

I think the army arc, once implemented, would provide an even endier end-game, where you conquer the whole world.  It seems to me that hell is just a placeholder to give you something to do, although it fits in with the whole moria-simulator thing.  Although Moria only seemed to have one clown.

A clown capable of destroying an army of fully armored dwarves (some of them legendary wariors).

About the original sugestion, if you find it unnecesary to have the closing mechanism for fortress mode, How about adventure mode? It would give the player another plot and other things to do.

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GreatWyrmGold

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Re: closing the gates of hell (spoilers)
« Reply #22 on: November 27, 2012, 06:54:52 pm »

but some of us want to win in less time than it takes a version to come out.
Then give yourself a win condition you can achieve before then.

About the original sugestion, if you find it unnecesary to have the closing mechanism for fortress mode, How about adventure mode? It would give the player another plot and other things to do.
I suppose.
In my humble opinion, closing off Hell should be possible but very difficult, ideally about as difficult as leaving it open without dying but in a different way.
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Vercingetorix

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Re: closing the gates of hell (spoilers)
« Reply #23 on: November 30, 2012, 08:51:45 pm »

I have to admit, there isn't a lot that'd be more satisfying in DF than to embark in an evil biome, kill or contain the corruption and build a successful fortress that stymies the influence of evil then producing the announcement:

*The surroundings have changed*

And then see green plants/trees grow in the previously dead soil and the waters of the rivers/underground oceans repopulate with living organisms.

Similarly, opening hell and failing to contain the demons would produce degeneration in the site as the corruption spreads outwards.

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GreatWyrmGold

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Re: closing the gates of hell (spoilers)
« Reply #24 on: November 30, 2012, 09:44:09 pm »

Maybe the hellgate could make the area near the fortress (say, ~3-5 region tiles??) have special interactions, similar to those in evil areas.
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Orange Wizard

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Re: closing the gates of hell (spoilers)
« Reply #25 on: December 01, 2012, 07:47:38 pm »

I like that idea.
It could be made more !!FUN!! by giving the area around opened hellgates the possibility of demon invasions.
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Seraphim342

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Re: closing the gates of hell (spoilers)
« Reply #26 on: December 01, 2012, 09:24:07 pm »

Hmm... add in Demons as a civ, but have them start with no sites on the overworld... then if you breach hell in one of your forts and die/abandon, it becomes a demon site that sends out invasions?  I like it.  Could even tie in with the army arc where you'd need to recapture the site with an army to allow it to be "sealed" before you can reclaim it, and/or have it sealed by an adventurer? 

This shall lead to many awesome engravings and kitten leather images, methinks. 

"This is an image of dwarves and demons in kitten leather.  The dwarves are burning.  The demons are dying.  This relates to the sealing of the hell breach at Frostedsilvers in 1170."
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GreatWyrmGold

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Re: closing the gates of hell (spoilers)
« Reply #27 on: December 02, 2012, 09:03:37 am »

I like that idea.
It could be made more !!FUN!! by giving the area around opened hellgates the possibility of demon invasions.
Presumably from below?

Hmm... add in Demons as a civ, but have them start with no sites on the overworld... then if you breach hell in one of your forts and die/abandon, it becomes a demon site that sends out invasions?  I like it.  Could even tie in with the army arc where you'd need to recapture the site with an army to allow it to be "sealed" before you can reclaim it, and/or have it sealed by an adventurer? 

This shall lead to many awesome engravings and kitten leather images, methinks. 

"This is an image of dwarves and demons in kitten leather.  The dwarves are burning.  The demons are dying.  This relates to the sealing of the hell breach at Frostedsilvers in 1170."
Seems okay.
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Orange Wizard

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Re: closing the gates of hell (spoilers)
« Reply #28 on: December 02, 2012, 07:33:06 pm »

I like that idea.
It could be made more !!FUN!! by giving the area around opened hellgates the possibility of demon invasions.
Presumably from below?
I was thinking of the Sky-Demons.
My idea was that the clowns' army begins in the circus, and invades sites from there. Once they've captured a settlement, it becomes a civ, and nonsense occurs.

Actually, I like Sky-Demons better...
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Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Seraphim342

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Re: closing the gates of hell (spoilers)
« Reply #29 on: December 02, 2012, 08:39:51 pm »

More like, since a path to hell has been breached from the surface, the demons now have a route out through which to invade other surface settlements.  The army would have to take the site back to more or less turn off the hell valve. 
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I like to think that on the other side of the world a human is walking on the beach, notices the water level suddenly drop twenty feet, and whispers "fucking dwarves."

"The cows seem to lose bowel control when launched... I consider this a feature."
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