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Author Topic: Underground civ  (Read 4768 times)

Ukrainian Ranger

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Underground civ
« on: July 19, 2008, 05:56:38 pm »

DF has tunnels now and this is a perfect opportunity to create a new type of civilization -   underground!

They should live fully underground ( 3-6 Z-Levels deep) and their cities shouldn’t have any entrance from the surface and connected via tunnels only (unless someone dug them out or their communications crossed a chasm or a cave)

Drows or orcs would be very good candidates for such civilization.



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Neoskel

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Re: Undeground civ
« Reply #1 on: July 19, 2008, 05:58:13 pm »

How are orcs subterranean?
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Ukrainian Ranger

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Re: Underground civ
« Reply #2 on: July 19, 2008, 06:10:28 pm »

Well... Orcs do hate sun and prefer to live underground in many fantasy books. Why DF orcs could not be modified to be fully underground?

But name and stats of the entity are not really important. Mods can do almost anything from generic undergrounders. Mods can't create new type of civilization.  So it would be a fantastic addition from Toady
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Naze

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Re: Underground civ
« Reply #3 on: July 19, 2008, 07:26:59 pm »

Why DF orcs could not be modified to be fully underground?
They can't be underground because there are no orcs in DF, as for the idea, it would seem odd that a species would be entirely isolated underground by choice.
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Aqizzar

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Re: Underground civ
« Reply #4 on: July 19, 2008, 07:46:22 pm »

Odd?  Odd?  DF already has cannibalistic zergelves and goblins that flood themselves out of their homes with kidnapees.

I second the Underground civ idea.  More ways of doing things is always a good idea.  I'd say that being entirely underground means they wouldn't effect worldgen, but worldgen already keeps track of dwarfhalls accidently breaching pits, so obviously it knows where sites are digging.  It would just wind up being rare.

Of course, you can kind of simulate an underground civ now by setting them to live in caves and build only tunnels.
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Re: Underground civ
« Reply #5 on: July 19, 2008, 09:15:30 pm »

it does?
What happens when they do?
Fun and slaughter or is it just disallowed?
Probably the latter, that with needing a dwarf to dig into the stuff, which are not around at year 0.
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Idiom

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Re: Underground civ
« Reply #6 on: July 19, 2008, 09:38:38 pm »

I can just imagine the in-game announcement.

"You have struck the nameless city!"
"Damn the miners!"

They need to be croc-men, but with half-decent weapons and skills. You get yea long to prepare before their main forces awake from their slumber.
« Last Edit: July 19, 2008, 09:40:29 pm by Idiom »
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Othob Rithol

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Re: Underground civ
« Reply #7 on: July 20, 2008, 11:41:38 am »

I'm all for this idea!

One of the key points in underground diversity:
(http://www.bay12games.com/forum/index.php?topic=6128.0

We need a rich, full world underneath the surface: just as detailed as above the surface. I know the end-idea is to have equivalent fortress modes for all races, but for now it is titled Dwarf Fortress after all.

As far as what races to use: we have several already in-game to choose from - the old chasm monsters. Antmen would be my #1 choice, as well as batmen.

I'm against the inclusion of AD&D / FR specific races like Drow etc, but an adaptation of the dark dwarves makes sense...in this case they would be not-necessarily evil tribes of dwarves that have all succumbed to cave adaption for generations. Outside bad.

We can also find burrows of goblins and kobolds.

Give me a few underground civs, a random tower-cap forest or three, and an underground lake and I will more than willingly cave in the only entrance to my fort.

phappyman

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Re: Underground civ
« Reply #8 on: July 20, 2008, 12:25:45 pm »

I was about to post a similar idea when I logged on today, instead, here I am lending support to this idea. A few broad notes:

(there will be spoilers here)

  • I want more hidden fun stuff to be found when you're digging. Like others have pointed out, maybe in your digging you uncover an underground civilization. I don't need an entire civilization per se, but something. We have this already in some form with the chasms, but I'd like to see the lowest levels...teeming with life. So much so that for every miner, you station a squad of soldiers immediately behind. Almost like the 2d days when magma men appeared at random from the magma river, and batmen/etc from the chasm.
  • Or, extensive existing caves. Your dwarves spelunk in the truest sense! And, uh, things live in the caves! :)
  • I think it's important that you don't necessarily feel safe, especially as you dig through a wall into open space, or look into the empty tunnel leading further into the dark. Who knows where it leads, or what horrors may come wandering through? Megabeast invasions from the tunnel, not from the ground? Dragons coming to claim more gold for their hoard?
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Ukrainian Ranger

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Re: Underground civ
« Reply #9 on: July 20, 2008, 12:55:47 pm »

...it would seem odd that a species would be entirely isolated underground by choice.

1) They may not suspect that aboveground exists
2) If sunlight and\or moonlight is dangerous for them, they would prefer underground 
3) This may be a religious issue.
4) Many, many other reasons

I'd say that being entirely underground means they wouldn't effect worldgen, but worldgen already keeps track of dwarfhalls accidently breaching pits, so obviously it knows where sites are digging.  It would just wind up being rare.


I don't think that this will be very rare on big maps. Tunnels will cross another tunnels or big caves someday. For small worlds it would take longer, but still possible. Especially in the future versions when we will be able to build tunnels ourselves.

 
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Dame de la Licorne

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Re: Underground civ
« Reply #10 on: July 20, 2008, 03:14:56 pm »

This would definitely add more to digging underground, right now there isn't very much there compared to above-ground.  A civ of antmen would be nice, or even a giant cave spider civ (shudder).  After all, are we sure they aren't sentient?  The GCSs we find in chasms may simply be hunting food for their civs, or they could be guards/scouts.   ;D
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Re: Underground civ
« Reply #11 on: July 20, 2008, 04:48:24 pm »

You could make caverns by adding in a stone vein that boils at room temperature.
Not very useful, as they would be uninhabited, but you could do it.
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penguinofhonor

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Re: Underground civ
« Reply #12 on: July 20, 2008, 04:50:43 pm »

You could make caverns by adding in a stone vein that boils at room temperature.
Not very useful, as they would be uninhabited, but you could do it.

No you couldn't. Walls ignore temperature.
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Neskiairti

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Re: Underground civ
« Reply #13 on: July 20, 2008, 05:12:42 pm »

a vein of rock that isnt rock? :P

like a type of rock that is 'air' and works with veins and so forth.. so you might randomly get a small cavern filled with 'air' instead of rock
of course that would take some actual code changes methinks, so it didnt end up being wall..

but anyhow

Cave Elves ftw! and Cave Humans! fookin lowbrow noobs.. trying to claim the dwarven territory..
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Re: Underground civ
« Reply #14 on: July 20, 2008, 05:15:18 pm »

You could make caverns by adding in a stone vein that boils at room temperature.
Not very useful, as they would be uninhabited, but you could do it.

No you couldn't. Walls ignore temperature.

Walls ignore EVERYTHING except caveins and picks. Which includes temperature, I guess...
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