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Author Topic: Living gods.  (Read 1400 times)

TheSpaceMan

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Living gods.
« on: August 08, 2008, 03:40:39 am »

I was considering a race of living gods. They wouldn't have the possibility to breed much and growing up would take aprox. 250-500 years. They would in all sense be unkillable but would expand their civilisation by stealing babies. Could this work?
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Fleeb

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Re: Living gods.
« Reply #1 on: August 08, 2008, 07:33:15 am »

If you make them babysnatchers they will be quickly outbred and extincted by their captives.
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TheSpaceMan

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Re: Living gods.
« Reply #2 on: August 08, 2008, 09:03:44 am »

If you make them babysnatchers they will be quickly outbred and extincted by their captives.

Thats not really a problem and when we talk about gods they will probably live forever anyway and be [damblock:20] impossible to kill.
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Mohreb el Yasim

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Re: Living gods.
« Reply #3 on: August 08, 2008, 09:37:23 am »

wont you have in this way some mixed civilisations with different view of things than the original ones and with some inmortals in it's cityies?
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umiman

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Re: Living gods.
« Reply #4 on: August 08, 2008, 10:58:10 am »

Heeeheeeheee... you're sadly mistaken if you think invincibility comes at damblock:20. Maybe damblock:50000... But I'm sure a crossbow bolt could still penetrate.

mizipzor

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Re: Living gods.
« Reply #5 on: August 08, 2008, 03:07:25 pm »

Heeeheeeheee... you're sadly mistaken if you think invincibility comes at damblock:20. Maybe damblock:50000... But I'm sure a crossbow bolt could still penetrate.

To decrease (if not elemininate) the risk of crossbow-one-hit-kill's; remove lungs, heart and brain. Who was it that did on a golumn in a mod?
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puke

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Re: Living gods.
« Reply #6 on: August 08, 2008, 03:22:17 pm »

Thats not really a problem and when we talk about gods they will probably live forever anyway and be [damblock:20] impossible to kill.

worldgen battles seem to ignore damblock, as far as i can tell.  's why collossuses and other megabeasts die like gnats when kobolds use harsh language against them.
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Fleeb

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Re: Living gods.
« Reply #7 on: August 08, 2008, 03:36:02 pm »

Size seems to be the key factor in (semi)megabeasts surviving world gen. Set your gods to size 500 or so and they should survive.
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Shadowkire

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Re: Living gods.
« Reply #8 on: August 09, 2008, 12:11:43 am »

Thats not really a problem and when we talk about gods they will probably live forever anyway and be [damblock:20] impossible to kill.

worldgen battles seem to ignore damblock, as far as i can tell.  's why collossuses and other megabeasts die like gnats when kobolds use harsh language against them.
Actually it does count damblock, its just that damblock:8 (the bronze colossus' standard) is about the protection of bronze plate armor. It has some effect but not much(20 is around the level of adamantine/steel)
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Demonic Gophers

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Re: Living gods.
« Reply #9 on: August 09, 2008, 12:20:30 am »

I added a creature with damblock:99 once.  And speed of 50, flier, no breathe, no bleed...

Size: 3.  They were quite mortal, although difficult to kill.  What size would you use?
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KaelGotDwarves

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Re: Living gods.
« Reply #10 on: August 09, 2008, 01:17:11 am »

hell, I have size 100, damblock 50 megabeast creatures still being killed off during world gen in my mod.

Of course, they have the unfortunate (or fortunate for the regular denizens like humans, elves, and dwarves) chance of running into Angels, who rape them with 90% with godly weapons/armor.

Zironic

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Re: Living gods.
« Reply #11 on: August 09, 2008, 02:24:20 am »

imagine editing the demons that rule goblins into gods and the goblins into angels - bamm instant religion!
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