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Author Topic: More Animal Behaviors  (Read 8469 times)

Hoborobo234

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Re: More Animal Behaviors
« Reply #30 on: November 04, 2008, 09:24:01 am »

[WATER_JUMP] Swimming creatures will jump out of the water, creating a splash. Could be applied to magma swimmers for some scary results...
Yes.  Of everything mentioned on this thread thus far, this should have top priority.
Come on, people

Lava Whales?
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

LegoLord

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Re: More Animal Behaviors
« Reply #31 on: November 04, 2008, 09:45:27 am »

[WATER_JUMP] Swimming creatures will jump out of the water, creating a splash. Could be applied to magma swimmers for some scary results...
Yes.  Of everything mentioned on this thread thus far, this should have top priority.
Come on, people

Lava Whales?
YES, precisely.  And magma me jumping out the top of the magma pipe to kill your dwarves!
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Warlord255

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Re: More Animal Behaviors
« Reply #32 on: November 04, 2008, 03:01:11 pm »

On the subject of the supernatural and unusual:

[COLDBREATH] - Unlike fire breath, which is a projectile, cold breath would be a blue mist that bursts from the creature in an arc. Said mist would stun creatures and freeze water.

[FREEZEIMMUNE] - The creature cannot be frozen in ice; if an ice tile tries to create itself on top of the creature, it is not created.

[TEMPAURA] - The creature radiates its fixed temperature in an aura around it, one square in every direction. This would be an interesting way to improve the [IMMOLATE] tag beyond fire, or to make a more moderate version that wilts grass (if that is added)

[HOVER] - The creature can fly 1 square off the ground.

[TONGUE:#] - For Giant Toads and Tentacle Demons. The creature shoots out a long, pink strand (represented below) which grabs a dwarf or object and pulls it toward them.

Code: [Select]
............
.T-------o0.
............

Code: [Select]
............   ............
.T..........   .T.........
..\.........   ...\.......
...|........   ....\......
....\.......   .....\.....
.....|......   ......\....
.....\......   .......\...
......o.....   ........o..

If, by some split-second chance of attack, the tongue is severed, it coils up into a pink @ called "# ___ tongue meat" where the # is how many segments got severed.
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MagicJuggler

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Re: More Animal Behaviors
« Reply #33 on: November 04, 2008, 03:49:02 pm »

On the subject of the supernatural and unusual:

[COLDBREATH] - Unlike fire breath, which is a projectile, cold breath would be a blue mist that bursts from the creature in an arc. Said mist would stun creatures and freeze water.

[FREEZEIMMUNE] - The creature cannot be frozen in ice; if an ice tile tries to create itself on top of the creature, it is not created.

[TEMPAURA] - The creature radiates its fixed temperature in an aura around it, one square in every direction. This would be an interesting way to improve the [IMMOLATE] tag beyond fire, or to make a more moderate version that wilts grass (if that is added)

[HOVER] - The creature can fly 1 square off the ground.

[TONGUE:#] - For Giant Toads and Tentacle Demons. The creature shoots out a long, pink strand (represented below) which grabs a dwarf or object and pulls it toward them.

Code: [Select]
............
.T-------o0.
............

Code: [Select]
............   ............
.T..........   .T.........
..\.........   ...\.......
...|........   ....\......
....\.......   .....\.....
.....|......   ......\....
.....\......   .......\...
......o.....   ........o..

If, by some split-second chance of attack, the tongue is severed, it coils up into a pink @ called "# ___ tongue meat" where the # is how many segments got severed.

TempAura would also be cool for purposes of freezing stuff as well...(e.g. a caged ice elemental and a single-cell room filled with water would give an ice cube generator)...
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Warlord255

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Re: More Animal Behaviors
« Reply #34 on: November 04, 2008, 10:00:57 pm »

On the subject of the supernatural and unusual:

[COLDBREATH] - Unlike fire breath, which is a projectile, cold breath would be a blue mist that bursts from the creature in an arc. Said mist would stun creatures and freeze water.

[FREEZEIMMUNE] - The creature cannot be frozen in ice; if an ice tile tries to create itself on top of the creature, it is not created.

[TEMPAURA] - The creature radiates its fixed temperature in an aura around it, one square in every direction. This would be an interesting way to improve the [IMMOLATE] tag beyond fire, or to make a more moderate version that wilts grass (if that is added)

[HOVER] - The creature can fly 1 square off the ground.

[TONGUE:#] - For Giant Toads and Tentacle Demons. The creature shoots out a long, pink strand (represented below) which grabs a dwarf or object and pulls it toward them.

Code: [Select]
............
.T-------o0.
............

Code: [Select]
............   ............
.T..........   .T.........
..\.........   ...\.......
...|........   ....\......
....\.......   .....\.....
.....|......   ......\....
.....\......   .......\...
......o.....   ........o..

If, by some split-second chance of attack, the tongue is severed, it coils up into a pink @ called "# ___ tongue meat" where the # is how many segments got severed.

TempAura would also be cool for purposes of freezing stuff as well...(e.g. a caged ice elemental and a single-cell room filled with water would give an ice cube generator)...

I really want to say that TempAura could be used for a "lake walker" which would create an ice bridge as it moves, but the ice would melt, causing the supporting ice to collapse and (if it had FREEZEIMMUNE) trap it underwater forever. With Hover, though, it could certainly pull a nice trick.

I still want to see what happens if I make a creature with leather with an immensely negative core temperature and throw it into the water.
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Hectonkhyres

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Re: More Animal Behaviors
« Reply #35 on: November 04, 2008, 11:47:39 pm »

1) There was talk about animals taking logs or iron bars or whatnot to make a nest. I want an animal that makes its nest out of bones... and doesn't particularly care how it gets them. Picture some sort of eagle that swoops down on your woodcutter, grapples with him, knocks him unconscious, and extracts one random bone from his body. The poor bastard wakes and starts crawling back to camp while missing his right femur.

Then the bird returns to claim his left femur.

2) Slime trails. These provide a bad thought to any dwarf who has to walk across them. Also contain some of the characteristics of whatever creature made them: icy trail, trail of fire, etc. Added fun when the creature leaving it is a tentacle demon. Eew.
« Last Edit: November 04, 2008, 11:52:04 pm by Hectonkhyres »
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And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

Granite26

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Re: More Animal Behaviors
« Reply #36 on: November 05, 2008, 10:08:40 am »

I really want to see acid (and other attribute) blood.

Also, dimorphism in the animals.  Giant Ant Queens, Warrior ants, that kind of thing.

Warlord255

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Re: More Animal Behaviors
« Reply #37 on: November 05, 2008, 01:37:57 pm »

1) There was talk about animals taking logs or iron bars or whatnot to make a nest. I want an animal that makes its nest out of bones... and doesn't particularly care how it gets them. Picture some sort of eagle that swoops down on your woodcutter, grapples with him, knocks him unconscious, and extracts one random bone from his body. The poor bastard wakes and starts crawling back to camp while missing his right femur.

Then the bird returns to claim his left femur.

2) Slime trails. These provide a bad thought to any dwarf who has to walk across them. Also contain some of the characteristics of whatever creature made them: icy trail, trail of fire, etc. Added fun when the creature leaving it is a tentacle demon. Eew.

A second tag for bone nests would work, if it abducted prey to eat them first, and then made a bone nest from the prey.
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Hoborobo234

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Re: More Animal Behaviors
« Reply #38 on: November 06, 2008, 11:05:50 am »

[PREF_NEST:BONES]
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

Warlord255

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Re: More Animal Behaviors
« Reply #39 on: November 13, 2008, 03:33:38 am »

ARISE, YOG SAGOFF THREAD, ARISE!

Going off the nest idea, and the horrors of the GCS.

[NEST_HOLE]: The creature digs a small hole as its nest, a 3x3 in soil with a ramp opening.

[NEST_CORNER:ABOVE/BELOW]: The creature finds a suitable niche, either aboveground or below ground, to inhabit.

[KIDNAP_ALIVE:(method):(treatment):#]:The creature will stun its prey and incapacitate them ("method", such as FORCE for continuously knocking them out, EXTRACT for poisons, or RESTRAINT for intelligent creatures like ____men; possibly WEB, for you-know-who) and take them back to a specified lair. There, they would impose a (treatment) such as TORTURE (periodic nonlethal attacks until the # is up), HOSTAGE (does nothing, held indefinitely until starved/thirst'd), KILL (at the end of the # period) or KILL_SLOWLY (arguably the worst, stretching out severe attacks until the # is up.) Great for cave horrors and semimegabeasts, and would add the interesting point of "missions" to rescue kidnapped comrades. Goes best with [NEST] creatures.

[KIDNAP_DEAD]: Would try to take corpses from your graveyards or the battlefield. Again, intended for [NEST] subtypes.

[PLANT_EATER:#]: The creature periodically (#) eats shrubs and herbs in the terrain. A normal creature like an Elk would have a low number, while potentially ruinous creatures could have a very high value to endanger your herbalism business, maybe even your outdoor crops.

[ITEM_THROWER]: Perhaps best saved for siege beasts like giants and trolls, this would require a bit of re-coding for boulders; these animals would pick up boulders, rip out trees, and hurl furniture and loose items as projectile weapons. As anyone who's played adventure mode can tell you, this can have some devastating results, especially if they get to your lead bar stockpile, or if you leave some stray stone outside.
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zagibu

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Re: More Animal Behaviors
« Reply #40 on: November 13, 2008, 04:07:48 pm »

[ITEM_THROWER]: Perhaps best saved for siege beasts like giants and trolls, this would require a bit of re-coding for boulders; these animals would pick up boulders, rip out trees, and hurl furniture and loose items as projectile weapons. As anyone who's played adventure mode can tell you, this can have some devastating results, especially if they get to your lead bar stockpile, or if you leave some stray stone outside.
Add dice to the list of available items, and anything can happen!
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99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
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Osmosis Jones

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Re: More Animal Behaviors
« Reply #41 on: November 13, 2008, 11:27:10 pm »

With the singer tag, maybe put in an additonal variable, that goes from 0-2, where 0 is the aforementioned attractive effect, 2 is a repulsive one (banshee scream that makes everyone flee perhaps?) and 1 is a neutral effect, all with the relevant mood effects.



edit; typo
« Last Edit: November 14, 2008, 12:59:56 am by Osmosis Jones »
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Warlord255

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Re: More Animal Behaviors
« Reply #42 on: November 13, 2008, 11:35:16 pm »

With the singer tag, maybe but in an additonal variable, that goes from 0-2, where 0 is the aforementioned attractive effect, 2 is a repulsive one (banshee scream that makes everyone flee perhaps?) and 1 is a neutral effect, all with the relevant mood effects.

This could work.

On that note, threat radius/priority needs to be fixed so dwarves don't flee from EVERYTHING, even when it's seven levels down.
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Warlord255

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Re: More Animal Behaviors
« Reply #43 on: November 16, 2008, 12:24:30 am »

THREAD NECRO AGAIN from page three.

[PACK_LEADER:(creature):NAMED/NOT_NAMED]

Creatures with this tag who appear in groups will bring with them a pack-leader creature, which they will remain near if possible. The (creature) entry can be a different creature, such as if you wanted to have wolves led by a new Dire Wolf, or use the previously mentioned creature-morphing tags to have a pack of young animals herded by its elder counterpart. The NAMED/NOT_NAMED is for if you want the pack-leader to be a named creature, in which case the game pulls a named creature of that type from the world and brings it to your fort.

[SENTIENT_HUNTER:#]

The creature will actively hunt sentient creatures such as dwarves. the number (0,1,2) indicates their ferocity; at 0, they will pursue any dwarf once they come within range. At 1, they will stalk prey slowly. At 2, they will charge directly at the nearest dwarf, even if it is in your fortress.

[UNSTOPPABLE]

Will not flee from nearby dwarves/creatures. Good for improving the effects of the [CURIOUSBEAST] tags.
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Foa

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Re: More Animal Behaviors
« Reply #44 on: November 16, 2008, 12:50:03 am »

On the subject of the supernatural and unusual:

[COLDBREATH] - Unlike fire breath, which is a projectile, cold breath would be a blue mist that bursts from the creature in an arc. Said mist would stun creatures and freeze water.

[FREEZEIMMUNE] - The creature cannot be frozen in ice; if an ice tile tries to create itself on top of the creature, it is not created.

[TEMPAURA] - The creature radiates its fixed temperature in an aura around it, one square in every direction. This would be an interesting way to improve the [IMMOLATE] tag beyond fire, or to make a more moderate version that wilts grass (if that is added)

[HOVER] - The creature can fly 1 square off the ground.

[TONGUE:#] - For Giant Toads and Tentacle Demons. The creature shoots out a long, pink strand (represented below) which grabs a dwarf or object and pulls it toward them.

Code: [Select]
............
.T-------o0.
............

Code: [Select]
............   ............
.T..........   .T.........
...........   ..........
...|........   ..........
...........   ..........
.....|......   ..........
...........   ..........
......o.....   ........o..

If, by some split-second chance of attack, the tongue is severed, it coils up into a pink @ called "# ___ tongue meat" where the # is how many segments got severed.

TempAura would also be cool for purposes of freezing stuff as well...(e.g. a caged ice elemental and a single-cell room filled with water would give an ice cube generator)...

I really want to say that TempAura could be used for a "lake walker" which would create an ice bridge as it moves, but the ice would melt, causing the supporting ice to collapse and (if it had FREEZEIMMUNE) trap it underwater forever. With Hover, though, it could certainly pull a nice trick.

I still want to see what happens if I make a creature with leather with an immensely negative core temperature and throw it into the water.
I think if Toady implements [TONGUE:#], he should be able to make harpoons ( with ropes, for general fishing/fish hunting ) .

Does this work with 3d monsters ( reference to hydra heads ) .
« Last Edit: November 16, 2008, 01:08:27 am by Foa »
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