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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3666109 times)

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #360 on: February 07, 2009, 06:32:20 pm »

For plant creatures to work properly Id think Toady would have to work on them specifically...

Otherwise they are rather harmless and easily avoidable except in select situations.
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Qmarx

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Re: Future of the Fortress: List of Remaining Items
« Reply #361 on: February 07, 2009, 07:04:12 pm »

So, in the next update will sea cucumbers be a viable creature (with guts breath?)
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Larington

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Re: Future of the Fortress: List of Remaining Items
« Reply #362 on: February 07, 2009, 07:38:00 pm »

For plant creatures to work properly Id think Toady would have to work on them specifically...

Otherwise they are rather harmless and easily avoidable except in select situations.

If near a swamp/pond or river they'd potentially be a nightmare to fisherdwarves, also hunters. Theres also the possibility of an adopted kitty getting plant ambushed to death and the dwarf going on a rampage.
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #363 on: February 07, 2009, 07:44:14 pm »

If near a swamp/pond or river they'd potentially be a nightmare to fisherdwarves, also hunters. Theres also the possibility of an adopted kitty getting plant ambushed to death and the dwarf going on a rampage.

We can only hope...
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And here is where my beef pops up like a looming awkward boner.
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nagual678

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Re: Future of the Fortress: List of Remaining Items
« Reply #364 on: February 07, 2009, 07:48:28 pm »

Will it be possible (perhaps through modding) to have world with stuff like entire clouds or banks of say, mercury mist/fog/etc and have that wander around the map ?

edit : yeah, terrifying biomes
« Last Edit: February 07, 2009, 09:52:12 pm by nagual678 »
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Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #365 on: February 07, 2009, 10:11:31 pm »

I imagine a plant-creature/ creature-plant template wouldn't be that hard. Just have a plant that matures into a creature.

You could use this for treants/non-stationary creatures as well. Might be worth it to have the nascent forms gatherable as herbs in case you want to trim their population.
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Chandrasekhar

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Re: Future of the Fortress: List of Remaining Items
« Reply #366 on: February 07, 2009, 10:19:51 pm »

I imagine a plant-creature/ creature-plant template wouldn't be that hard. Just have a plant that matures into a creature.
Or the other way around?  Pequeninos, here we come!
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #367 on: February 07, 2009, 10:22:11 pm »

Why not making the plants directly to creatures? Standart stuff like hight colors barkthickness etc could be set in the raws. This way we can have stuff like "Find the sword under the tree which is marked with an X".

I am not sure if that would work wit multitile plants like Mamothtrees (80 meters hight and 13 meters diameter).

^^ ok saving that 500000 appereances for trees might be an problem.
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Rockphed

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Re: Future of the Fortress: List of Remaining Items
« Reply #368 on: February 07, 2009, 11:08:56 pm »

I imagine a plant-creature/ creature-plant template wouldn't be that hard. Just have a plant that matures into a creature.
Or the other way around?  Pequeninos, here we come!

Piggy Fortress, here we come!  Wait, before we can really have piggies, we need to do something about the enforced monogamy.  Some of the other problems actually modeling piggies can wait, but enforced monogamy must go!
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #369 on: February 07, 2009, 11:13:27 pm »

Right i want too work for an human sultan with an huge harem. XD
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #370 on: February 07, 2009, 11:14:38 pm »

Whatever dude.

Fire Ant Fortress is Go.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #371 on: February 07, 2009, 11:27:19 pm »

Whatever dude.

Fire Ant Fortress is Go.

Flame breath or Poisonous Pincers?
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Aqizzar

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Re: Future of the Fortress: List of Remaining Items
« Reply #372 on: February 07, 2009, 11:29:49 pm »

Whatever dude.

Fire Ant Fortress is Go.

Flame breath or Poisonous Pincers?

Why should I have to choose?
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Flaede

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Re: Future of the Fortress: List of Remaining Items
« Reply #373 on: February 08, 2009, 04:12:36 am »

Whatever dude.

Fire Ant Fortress is Go.

Flame breath or Poisonous Pincers?

Why should I have to choose?

Why not "pincer breath"? It breathes pincers... that are on fire.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #374 on: February 08, 2009, 04:45:11 am »

Why not "pincer breath"? It breathes pincers... that are on fire.

This is an interesting point, because creatures could conceivably spit globs of a material that ignites at room temperature -- think napalm.  Although I'm guessing burning projectiles and burning contaminants are edge cases that won't be handled properly just yet.
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