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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3638739 times)

Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #600 on: February 14, 2009, 02:13:08 pm »

Question  to Toady:

Quote from: toady one
Quote from: Azkanan
Somebody define what he means by "Fireball" please?

I mean the imp and demon ones, yeah.  They hit the inventory/body parts and increase their temperature now...  but it's all vaguely unsatisfying.  Fire is sort of an outlier in the new material system.


You said that fireballs, if i did understand it right, transmit now heat  throught tissue layers.
 
Does that also apply to weapons/projectiles which are made from a material that has a very high/low fixed temperature? This could interresting effects if a fire-imp-bone-bolt gets stuck in a creature.
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Tormy

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Re: Future of the Fortress: List of Remaining Items
« Reply #601 on: February 14, 2009, 02:18:25 pm »

Question  to Toady:

Quote from: toady one
Quote from: Azkanan
Somebody define what he means by "Fireball" please?

I mean the imp and demon ones, yeah.  They hit the inventory/body parts and increase their temperature now...  but it's all vaguely unsatisfying.  Fire is sort of an outlier in the new material system.


You said that fireballs, if i did understand it right, transmit now heat  throught tissue layers.
 
Does that also apply to weapons/projectiles which are made from a material that has a very high/low fixed temperature? This could interresting effects if a fire-imp-bone-bolt gets stuck in a creature.

That is a good question. This has been brought up in my creature lab topic also. Hopefully weapons/projectiles will transfer the temperature effects. Just think about a Balrog and it's fire sword + fire whip. It would be endless fun, if those given weapons would burn the various objects/creatures, in fact those should catch on fire after a point. [Ignition point dependant]
« Last Edit: February 14, 2009, 02:23:27 pm by Tormy »
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #602 on: February 14, 2009, 02:19:09 pm »

That was exactly why i have asked  ;D

Also a "Star Wars" mod making all "element man" Droids and using "lightsabers" as wells as "vibro-blades" as weapons.
 
« Last Edit: February 14, 2009, 02:21:36 pm by Heph »
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Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #603 on: February 14, 2009, 02:50:42 pm »

That was exactly why i have asked  ;D

Also a "Star Wars" mod making all "element man" Droids and using "lightsabers" as wells as "vibro-blades" as weapons.
 

Make a sword-metal material - perhaps a sharp Stone, like obsidian - with a fixed temp of over 9000? Not sure if that could work, as it would apply to the dwarf carrying it as well, and then likely burn his hand off...

Bolts, we'd have to see.
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Re: Future of the Fortress: List of Remaining Items
« Reply #604 on: February 14, 2009, 02:55:02 pm »

For lightsabers, I think you'd want a material with a very high SHEAR properties, so it cuts of limbs.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #605 on: February 14, 2009, 03:06:48 pm »

For lightsabers, I think you'd want a material with a very high SHEAR properties, so it cuts of limbs.

Har har.
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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #606 on: February 14, 2009, 03:56:32 pm »

I'm not sure if I would ever want my dwarves to have slaves.

I agree. Dwarves take pride in their work, and ENJOY toiling, so it doesn't make much sense to me for them to belittle any of their work enough to assign it to slaves, which are essentially unpersons.

After looking at entity_default.txt, it seems that dwarves currently punish slave-holding with death anyway. Humans are totally okay with it, of course.
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Re: Future of the Fortress: List of Remaining Items
« Reply #607 on: February 14, 2009, 03:59:21 pm »

If it gets worked into the game at any point, I foresee a hilarious bug. Any human enslaving a dwarf will be perfectly OK until the player sees him. At which point the enslaved dwarf will proceed to brutally murder the slave-holding human.
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Vlynndar

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Re: Future of the Fortress: List of Remaining Items
« Reply #608 on: February 14, 2009, 05:19:09 pm »

Make a sword-metal material - perhaps a sharp Stone, like obsidian - with a fixed temp of over 9000? Not sure if that could work, as it would apply to the dwarf carrying it as well, and then likely burn his hand off...

Maybe a glove can be created with good insulates properties, that works as a layer through which heat travels badly/not at all.
Could also create interesting monsters, with an internal layer of that stuff. You could burn their outsides off, but then there is a somewhat smaller, blackened, ANGRY monster that still lives.
That brings up the question of whether or not layers burn off.
(If so, I predict modders making a material that smokes when burned, with the smoke being able to burn, releasing smoke et cetera)
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #609 on: February 14, 2009, 05:49:47 pm »

(If so, I predict modders making a material that smokes when burned, with the smoke being able to burn, releasing smoke et cetera)

I've actually been wondering if gas/mist/powder clouds can ignite.  It doesn't seem like it would be more difficult than the regular fire-spreading stuff, except much faster.  Would allow for some extremely cool effects too, like REAL booze bombs, and proper moddable dragon breath.
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Mel_Vixen

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Re: Future of the Fortress: List of Remaining Items
« Reply #610 on: February 14, 2009, 05:57:06 pm »

Flour is pretty explosiv ^^ too. And i think this clouds can ignite if they made of an material with an ignitepoint.

Thought an separate flame point would be nice cause that would be more realistic.

As long our fort dorfs cant make fire i anyway think "bombs" and other firetraps are a bit hard to build without modding or magma.
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Vlynndar

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Re: Future of the Fortress: List of Remaining Items
« Reply #611 on: February 14, 2009, 06:18:08 pm »

Maybe you could make some sort of bomb by having a material boil, with the gas actually being a kind of vapour made of a lot (you'd have to say boiling makes a lot) of small heated liquid/solid particles. With a bit of tweaking of their properties, you could achieve at least creatures being blown away by standing too close, and perhaps some effect of a shockwave. Some scratches from the particles (which hopefully(or not) have cooled by then, but 'really' being sand/dirt whipped up, if you see what I mean)
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SirHoneyBadger

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Re: Future of the Fortress: List of Remaining Items
« Reply #612 on: February 14, 2009, 06:25:07 pm »

I'd like to second the "no slaves for dwarfs" idea. I agree that, considering their interests and their culture, it just doesn't seem like something they'd do.

Not purely out of the goodness of their black little hearts, just that it would be false to what they represent.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #613 on: February 14, 2009, 06:37:22 pm »

Uh, dwarves already have [ETHIC:SLAVERY:PUNISH_CAPITAL].
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SirHoneyBadger

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Re: Future of the Fortress: List of Remaining Items
« Reply #614 on: February 14, 2009, 06:40:08 pm »

Ofcourse, but it doesn't hurt to discuss their motives. 

That, and it's a question of whether that's a defining characteristic of all dwarfs everywhere, or whether some dwarf cultures do, infact, keep slaves.

I'm not, afterall, personally bound by law to follow precisely the "official" version of dwarfs, and I've got atleast one dwarf who's probably a former slave, showing up in my fiction writing. So it's something that I wouldn't mind examining in a *bit* more depth than just "it says so in the Raws".
« Last Edit: February 14, 2009, 06:44:39 pm by SirHoneyBadger »
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