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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97705 times)

Insanegame27

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #555 on: October 26, 2014, 02:40:48 am »

This brings back some great memories from one of the Alien vs. Predator games on PS2 that I used to absolutely love playing when I was younger. The Aliens were my favourite purely because of their unique way of getting more troops (killing then turning the dead into food etc).
I loved that game so much! I ended up having to pay for damages at civic video for scratches because i played it so much
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smakemupagus

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #556 on: October 26, 2014, 02:49:48 am »


Well ideally i would like to give them the CARNIVORE tag, and that would lead to the civ being wiped out meaning that no migrants. Of course this is my personal preference, the majority of design decisions are up to insanegame. (I will also probably add a booze overhaul for my own personal use)


But then ... they won't be in the world ???

Like for invading other fortresses, and whatever else civilizations do. 

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #557 on: October 26, 2014, 04:17:12 am »

hey! great job, heydude

Hey meph small question. When I butchered my larave they gave creature skin and it wouldn't let me use it at the tanner. How do I make it use the standardized skin? Meat and fat were still standardized.

i'm not meph, but i think i know the answer: masterwork uses the system where skin is globe and therefore creatures give leather equal to their size. the larvae have a size of 1000. that means that in the real world they would weight about 1/5 of a common house cat. not nearly enough to make anything without butchering a reasonable quantity of larvae

This certainly looks interesting, once Masterwork is updated to 40.xx, I'll likely give this a spin as well as my return to Kobolds.

If you can have more than one Queen (if it's a caste [likely rare] and not a position), then the 8/year might be reasonable. But if you only ever have the one Queen, then I'm in agreement with the people who say that's a bit low.

well, there's no way to prevent the players from having two ore more queens, so you can. you can create new ones, you won't see many arriving with migrant waves. if one sees the other they will start fighting to the death, but you can prevent it with smart hive and burrow design. nonetheless, i suggest raising it to 16 per year and we'll see how it works. wasps don't live for too long, but they shouldn't die like flies either. and there is a reaction that can extend their life in exchange of culling a few unneeded wasps (you'll have a lot) to preserve the most important ones. 8 a season is too much of a bother to take care of.

so, i was thinking: how would you like an enchanting system in the wasps? nothing too extravagant, these are wasps we're talking about, not dwarves. it will consume brain essences (an item you take when you cull unneeded wasps) and rather than allowing you to make epic, monster killing weapons or impregnable armors, will be a small enchantment for a small price that can only be placed once. for weapons a few extra penetration, making your foes a bit weaker or a small chance to stun them, and for the armor a small stat buff or a few extra protection. i'm basically looking for other uses for the Hivemind building and the brain essences.
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Equinox

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #558 on: October 26, 2014, 05:44:16 am »

This brings back some great memories from one of the Alien vs. Predator games on PS2 that I used to absolutely love playing when I was younger. The Aliens were my favourite purely because of their unique way of getting more troops (killing then turning the dead into food etc).
I loved that game so much! I ended up having to pay for damages at civic video for scratches because i played it so much

It was a gem of a game. I didn't even mind the other races either, they were all fantastic. I truly hope I can get that same enjoyment out of your mod! (No pressure  :P)
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Re: ☼Hive☼ Everything Hivewasp related
« Reply #559 on: October 26, 2014, 06:19:47 am »

That game was pretty good. :D And good timing...  I just finished Alien Isolation yesterday, I can only recommend it.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #560 on: October 26, 2014, 08:59:17 am »


Wouldn't this make them unable to be selected in Fortress mode, though?

Kobolds in kobold mode have BONECARN but everything seems fine with them.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #561 on: October 26, 2014, 09:17:22 am »

the goblins and the kobolds seem to be the only exceptions. everything else that has bonecarn or carnivore dies. or so they say. i do believe making the wasps carnivores would fit them (as they are carnivores in real life), but i'm afraid it won't work

now, concerning what i suggested about an "enchanting" system: shall i go on with it? will it fit them?
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #562 on: October 26, 2014, 09:46:18 am »

When you say dies I assume dies in world gen right. If so that's fine if we don't want migrants to appear.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #563 on: October 26, 2014, 10:11:28 am »

When you say dies I assume dies in world gen right. If so that's fine if we don't want migrants to appear.

yes, but that also means that we won't have waspen caravans, waspen sieges and we won't even be able to play with them unless all other civilizations are made unplayable before genning a world.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #564 on: October 26, 2014, 10:41:06 am »

Well the only one that concerns me is no caravans. We can just remove the carnivore tag whenever somebody chooses to play as the other races. Although carnivore is just my personal preference so I can accept not having it implemented (I can mod it in myself).

Also that bug is fixed in the 2014 version.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

hanspeter

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #565 on: October 26, 2014, 11:09:17 am »

Having only scanned the thread, a couple of thoughts:

I admit most of my ideas are heavily inspired by WH40k Tyranids. If you don't want to go into that direction at all with your Hive, I understand.

Is there any kind of "hive mind" mechanic planned?
I'm thinking "pets" here (pretty much a copy of Warlock Pylons, excluding losing control of workers), connected to the Queen that you place around the hive which constantly dish out slight(!) attribute and speed buffs to all units passing by, to create the illusion of an Overmind/Queen that gives focus and purpose to all your shambling hordes and maybe a kind of solitude-debuff when outside of the Hives' range for an extended amount of time. This ability could also be added to specific units as a form of overseer-creatures with a stronger connection to the Overmind/Queen.
Also ZERGZERGZERG. Units are weak when alone, but the more other hivecreatures are close the stronger they become. Could simply be a (limited) stacking buff hivecreatures cast on each other.


Evolution.

Fight dwarves -> gain dwarf corpses -> eat dwarf corpses -> get better at fighting dwarfs.
I vaguely remember there being some kind of issues with corpses being substituted with bones in reactions, so maybe use souls+(generic) meat instead.
The upgrades could be various: like self-buffs when in proximity to dwarves, or a poison/acid spitting syndrome that only affects dwarves, or permanently transforming into some kind of caste/creature with natural weapons made of material that heavily damages dwarves, but works less well against other creatures (like moon/shadesilver for good/evil creatures). So you get Uriszzzzzzzt McDwarfremover who only comes out against dwarves and Urizzzt McDe-Elfer who's geared towards fighting Elves, etc.


I have a couple more ideas, but no time now.

Should I keep posting or is this not a direction you guys want to take?
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Emperor

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #566 on: October 26, 2014, 11:25:43 am »

As far i know, the bees are getting huge boosts to combat after damaging their brain, so a single anti-dwarf geared wasp with head removed in combat will be capable of oliberating whole army all by herself. That's quite inbalanced, in my opinion.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #567 on: October 26, 2014, 11:41:25 am »

That idea was cut. It's not happening
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Emperor

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #568 on: October 26, 2014, 11:43:33 am »

Oh. Then it might be a good idea.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #569 on: October 26, 2014, 11:46:17 am »

Spoiler (click to show/hide)

hi there. thank you for your ideas. while personally i love 40k, the direction of this race seems to be closer to Xenomorphs and Mind Flayers rather than Tyranids. they have unique personalities, preferences and thoughts, can form relations and can show their discontent as aggressively as dwarves. Tyranids on the other hand, are an extension of the Hive Mind to an extent that they don't even have digestive systems.

zerg rush is a perfectly viable tactic, but not by buffing your own units (soldier castes are rare and powerful, after all, you can't use them as cannon fodder, and sending 30 or so workers and drones to die will cause a wave of bad thoughts in your fort, not to mention a wave of coffins and slabs to be built): there is a unit called aberrant which you can summon pretty early in the game safely. it's weak in combat (smaller than a gnome without poison and the weakest kind of chitin), but they are 100% safe to summon (in contrast with the other units from the Chapel building) and the only limit to how many you can have is your meat and your FPS.
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