Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Next race...

Goblins, evil kidnappers...
Necromancers, uber-evil mages...
Skaven, underground-living ratmen with clans...
Insect hive, zerg/tyranid-style...
Naga, water-based magic snakemen...

Pages: 1 ... 25 26 [27]

Author Topic: Future of the mod - Progress & Suggestions - race poll  (Read 77351 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Future of the mod - Progress & Suggestions - race poll
« Reply #390 on: August 21, 2017, 02:44:09 am »

all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Metall

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - race poll
« Reply #391 on: August 21, 2017, 03:01:54 am »

all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?
Logged

LMeire

  • Bay Watcher
  • Likes Troglodytes for their horradorability.
    • View Profile
Re: Future of the mod - Progress & Suggestions - race poll
« Reply #392 on: August 21, 2017, 11:27:42 pm »

all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?

IIRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.
Logged
"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Metall

  • Bay Watcher
    • View Profile
Re: Future of the mod - Progress & Suggestions - race poll
« Reply #393 on: August 22, 2017, 01:55:36 am »

all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?

IRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.

IIRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.

Good to know. But the Clan would need more than just sneakyness to be fun... which is why I recommended the Grey Seers. They can explode.
« Last Edit: August 22, 2017, 03:46:11 pm by Metall »
Logged
Pages: 1 ... 25 26 [27]