Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 23

Author Topic: Aboveground Diversity  (Read 55781 times)

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Aboveground Diversity
« Reply #135 on: April 06, 2009, 08:38:19 pm »

Springs, possibly connected with the above suggestion but freshwater springs might make certain inhospitable places more hospitable. They could even work like pools that fill themselves or even small streams could form from them and lead to rivers?

so an actual explanation for the beginnings of rivers? me likes!
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Aboveground Diversity
« Reply #136 on: April 20, 2009, 08:13:09 am »

bumpitybumpity
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Pyrophoricity

  • Bay Watcher
  • [TEA_OR_COFFEE: TEA]
    • View Profile
Re: Aboveground Diversity
« Reply #137 on: April 20, 2009, 09:52:35 am »

Perhaps there could be climable trees, you could build a treetop town or hide a lone marksdwarf in there.

On that note; multi-tile trees, perhaps such trees could be cornerstones of elven civilisations and if climable could make for a house or guardtower.

Logged
wooden maces (omg, it's a heavy stick!)
Why not read DaggerStatic: A community fort? http://www.bay12games.com/forum/index.php?topic=39205.0

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Aboveground Diversity
« Reply #138 on: April 20, 2009, 10:11:14 am »

how about springs, and hot springs? hot springs might be the only available surface water in freezing environments, perhaps?
Logged

ThtblovesDF

  • Bay Watcher
    • View Profile
Re: Aboveground Diversity
« Reply #139 on: April 20, 2009, 10:14:00 am »

IS a randrom wildfire really not in the  list yet or did my eyes device me?
How about rivers that flood onces a year?
Logged

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Aboveground Diversity
« Reply #140 on: April 20, 2009, 08:49:46 pm »

added wildfires and hotsprings, the others are already on there.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Aboveground Diversity
« Reply #141 on: April 21, 2009, 05:56:24 pm »

How about coral formations? coral reefs could be interesting, perhaps they should even grow? What about red tides aka toxic algae blooms? Or there could be dead zones, areas of ocean with low oxygen, killing all the fish. Perhaps evil biomes fisherdwarves would only catch dead fish, or perhaps the water itself might be malevolent and pull dwarves who get too close to their watery dooms. Just some tdeas i thought I might throw out there, as there's a lot of potential for new ocean features, but little discussion on it, it would seem.
Logged

sonerohi

  • Bay Watcher
    • View Profile
Re: Aboveground Diversity
« Reply #142 on: April 21, 2009, 07:57:50 pm »

Perhaps the occasional wave that's extra big? As in, instead of just a small amount of water less than 1 in depth, it goes a bit farther than the normal waves and creates 3 depth water along the whole way?
Logged
I picked up the stone and carved my name into the wind.

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Aboveground Diversity
« Reply #143 on: April 27, 2009, 09:08:37 pm »

I entirely agree about the coral. I'd love to see a developed ocean environment in the game at some point. It's not the most useful feature though, I will admit, but it'd be sad not to have it be fleshed out, someday.
Logged
For they would be your masters.

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Aboveground Diversity
« Reply #144 on: April 27, 2009, 09:39:38 pm »

Yeah, as of now, there really isn't much reason to embark on a costal area, just not enough to do. Some other water-related features I think would be neat to add would be sandbars and whirlpools/waterspouts. Different severities of weather would also be nice. As far as i can tell, at this point there isn't much in the way of danger if a dwarf gets caught out in (or sleeps in) the rain, or even a snowstorm excepting unhappy thoughts. In a related vein of thinking to the wind suggestion, it would be neat to have hailstorms, blizzards, and monsoon-style rainstorms.
Logged

RoboCicero

  • Bay Watcher
    • View Profile
Re: Aboveground Diversity
« Reply #145 on: April 28, 2009, 01:48:29 am »

Not to mention sand storms! Embarking in a desert just got that much more interesting.
Logged

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Aboveground Diversity
« Reply #146 on: April 28, 2009, 11:39:31 pm »

I'll update the list later, but what do you guys think of spits, bays, coves, baymouth bars, estuaries, and lagoons?
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Aboveground Diversity
« Reply #147 on: April 29, 2009, 12:01:07 am »

Good stuff!
Logged
For they would be your masters.

sonerohi

  • Bay Watcher
    • View Profile
Re: Aboveground Diversity
« Reply #148 on: April 29, 2009, 05:57:25 pm »

Do we have oxbow lakes? I'd love to see the more curved rivers and brooks become straighter, with the curves still existant as an oxbow that acts like a pond.
Logged
I picked up the stone and carved my name into the wind.

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Aboveground Diversity
« Reply #149 on: April 29, 2009, 10:06:58 pm »

right! forgot about oxbows and meanders. Maybe a function could be added to divert a river if it runs into something solid like granite.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG
Pages: 1 ... 8 9 [10] 11 12 ... 23