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Author Topic: Dwarf Fortress from a Primal World (Evolution-like Raw modding)  (Read 9684 times)

Lost in Nowhere

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #30 on: October 03, 2014, 10:05:19 pm »

This looks like an interesting idea, whatever it is exactly.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #31 on: October 03, 2014, 11:51:37 pm »

I attempted to make some plants. Phytozoa may now coat the ocean floor.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #32 on: October 04, 2014, 12:10:15 pm »

From an evolutionary standpoint, results in arena battles would have very little to do with the biological fitness of a creature.  Most animals survive by avoiding fights whenever possible, producing large amounts of offspring can easily offset the low survivibility rate of an individual, and increased size and strength of a creature often comes at the price of increased food requirements.  Results in a fight should be relevant only in cases where results in a fight are logically relevant.

I guess it would make sense for us to try to come up with plausible justifications for why an organism should evolve in a particular way and what environmental pressures gave them incentive to do so, but it would be hard to set any real hard rules on the system.  We'll just have to leave it up to the community.

Also, as for attacks... primitive predators, especially verminhunters, don't necessarily need them.  The first predators IRL simply swallowed their (much smaller) prey whole.  The first weapon-like body parts (for attacking similar-sized creatures), teeth, were a later development.

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #33 on: October 05, 2014, 05:06:41 pm »

oh yeah feel free to correct any mistakes in my stuff
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #34 on: October 05, 2014, 05:59:11 pm »

From an evolutionary standpoint, results in arena battles would have very little to do with the biological fitness of a creature.  Most animals survive by avoiding fights whenever possible, producing large amounts of offspring can easily offset the low survivibility rate of an individual, and increased size and strength of a creature often comes at the price of increased food requirements.  Results in a fight should be relevant only in cases where results in a fight are logically relevant.

I guess it would make sense for us to try to come up with plausible justifications for why an organism should evolve in a particular way and what environmental pressures gave them incentive to do so, but it would be hard to set any real hard rules on the system.  We'll just have to leave it up to the community.

Also, as for attacks... primitive predators, especially verminhunters, don't necessarily need them.  The first predators IRL simply swallowed their (much smaller) prey whole.  The first weapon-like body parts (for attacking similar-sized creatures), teeth, were a later development.

Yes, I see your point.  I was thinking that the system could be symbolic of interacting populations to produce a dynamic mini-game that Players could attempt to dominate through careful design and that encouraged proliferation of species via a process of change from past successes/failures rather than "this is neat, so just because".  However, "this is neat" might work very well in a specific biome until territorial disputes give cause to see if one species transplants another in vying for common resources.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #35 on: October 05, 2014, 06:06:11 pm »

I attempted to make some plants. Phytozoa may now coat the ocean floor.

I'm guessing it is an evolution of the moss that currently exists?
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #36 on: October 05, 2014, 06:46:10 pm »

Once more of the small details are sorted out, I'll get in on this.
Also I'm waiting for small bits of established things to be, well, established.
If that makes any sense.
I confused myself.

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #37 on: October 05, 2014, 07:05:51 pm »

Once more of the small details are sorted out, I'll get in on this.
Also I'm waiting for small bits of established things to be, well, established.
If that makes any sense.
I confused myself.

You're wanting to start work when there are more creatures to build off of?

Could build up the rocks and soil in the mean time.  Right now all we have is obsidian, and ground-down obsidian.
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Cptn Kaladin Anrizlokum

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #38 on: October 05, 2014, 07:31:19 pm »

So questions, could I make creatures out of obsidian?
And are we taking turns, or just all at once?

Because if yes/no, obsidian life is a go.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #39 on: October 05, 2014, 07:51:53 pm »

So questions, could I make creatures out of obsidian?
And are we taking turns, or just all at once?

Because if yes/no, obsidian life is a go.

A) All at once
B) Use the material template for rock.  I mapped Obsidian's stats for it.  So, the material aspect could go in a jump.  I would prefer if you slowly scale up the tissue, rather than having that go up all at once.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #40 on: October 05, 2014, 07:55:28 pm »

I attempted to make some plants. Phytozoa may now coat the ocean floor.

I'm guessing it is an evolution of the moss that currently exists?

They arose from the existing bacterial colonies; they gained the ability to photosynthesize and send out seeds in exchange for mobility.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #41 on: October 05, 2014, 07:56:43 pm »

So questions, could I make creatures out of obsidian?
And are we taking turns, or just all at once?

Because if yes/no, obsidian life is a go.

A) All at once
B) Use the material template for rock.  I mapped Obsidian's stats for it.  So, the material aspect could go in a jump.  I would prefer if you slowly scale up the tissue, rather than having that go up all at once.
Yeah, I was planning on making an obsidian shell, like a hermit crab blob, then slowly turning it into a crystalline creature... Would that work?
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #42 on: October 05, 2014, 08:10:38 pm »

Yeah, I was planning on making an obsidian shell, like a hermit crab blob, then slowly turning it into a crystalline creature... Would that work?

I have no problem with it.

They arose from the existing bacterial colonies; they gained the ability to photosynthesize and send out seeds in exchange for mobility.

I'm gonna cut out the moss, now that we have an actual plant.
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FallenAngel

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #43 on: October 05, 2014, 09:00:05 pm »

Once more of the small details are sorted out, I'll get in on this.
Also I'm waiting for small bits of established things to be, well, established.
If that makes any sense.
I confused myself.

You're wanting to start work when there are more creatures to build off of?

Could build up the rocks and soil in the mean time.  Right now all we have is obsidian, and ground-down obsidian.
I'll do that in the morning when I may care more, or tomorrow afternoon, when what I do will make some sense.

Chevaleresse

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #44 on: October 05, 2014, 09:14:28 pm »

i sort of forgot we had moss >.>
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