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Author Topic: The Swamps of Forever  (Read 7895 times)

Neonivek

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Re: The Swamps of Forever
« Reply #30 on: June 18, 2009, 06:48:22 am »

What? They are just Hermits. People who live alone!

Tell me we arn't doing what some people do to "Hags" and make them into a supernatural creature not even related to human beings.

If the Hermits are evil then the swamp should have a silent mental effect on all the dwarves that slowly drives them murderously insane.
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chinkeeyong

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Re: The Swamps of Forever
« Reply #31 on: June 18, 2009, 08:11:21 am »

the swamp should have a silent mental effect on all the dwarves that slowly drives them murderously insane.
Capital idea, sir.
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Byakugan01

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Re: The Swamps of Forever
« Reply #32 on: June 18, 2009, 10:29:40 am »

the swamp should have a silent mental effect on all the dwarves that slowly drives them murderously insane.
Capital idea, sir.
This is madness! No. This. Is! BOATMURDERED!

That pretty much gurantees every fort built in such a place ending up like that. Byakugan01 heartily approves! Better yet, make HFS findable on the bottomost level of a swamp when it can do that. The only sound shall be the laughter of thirsting dwarves and demon gods.

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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

RedWarrior0

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Re: The Swamps of Forever
« Reply #33 on: June 18, 2009, 11:04:12 am »

make HFS findable on the bottomost level of a swamp when it can do that. The only sound shall be the laughter of thirsting dwarves and demon gods.

Non-Mountain HFS. All kinds of Fun Swamp Beings!
Maybe it actually IS the gateway to Dwarven hell, but it's closed right now.

It'll be fun deciding on what the Hidden Fun Material could be... Maybe some kind of fungal growth that has solidified into a material with metal-like qualities: Fungite!

It would really be interesting if everything was bogged up (no pun intended) so that you would need to build solid ground for the wagons. Once realistic cave-ins are implemented, you would need a deep foundation so your castle doesn't sink into the swamp. Plenty of new critters could come from this idea: Giant Swamp Spider, Bog Turtle, Giant Bog Turtle, Fungusman, Turtleman, Giant Mosquitoe, Lantern Beast (carries a light of some sort to lure unwary travellers to their dooms), Watcher in the Water ("Don't disturb the water, Urist"), and the very generic sounding Swamp Creature.
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Vattic

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Re: The Swamps of Forever
« Reply #34 on: June 18, 2009, 01:04:04 pm »

Personly I don't like how swamps are in game right now, when playing in one I don't get the impression its a swamp, just lots of fairly deep pools of water but as other have said it would require a rework of how water works to make swamps really swampy but then maybe not.

What? They are just Hermits. People who live alone!

Tell me we arn't doing what some people do to "Hags" and make them into a supernatural creature not even related to human beings.

This is one thing I didn't understand myself, hermits are not necessarily malevolent. Hags on the other hand are usually malevolent and in folklore they are supernatural beings, sometimes deities or spirits. A hag would fit the role described better than hermit I think. having to travel out there to get advice from such a hag might be interesting.
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Byakugan01

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Re: The Swamps of Forever
« Reply #35 on: June 18, 2009, 02:05:58 pm »

Actually, there are species of spiders which live most of their lives underwater (not sure of the common name, would someone who doesn't have arachnophobia mind looking it up?), which could lead to interesting situations if Giant versions lived in the swamp. And had decent population/ cluster size-basically, imagine a giant cave spider that can hide underwater and drag it's prey underwater in ADDITION to the paralyzing bite and webbing ability. Spoilered to make the whole thing more readable and less of a wall of text.

By the way, here are a bunch of ways I thought of to make swamps-and in some specific cases bogs- in general much more dangerous.
Fungi:
Spoiler (click to show/hide)

Undead:
 
Spoiler (click to show/hide)

Carnivorous Plants (RL basis):
 
Spoiler (click to show/hide)

Insects/Arthropods:
 
Spoiler (click to show/hide)

Amphibians:
Spoiler (click to show/hide)

Land/sea crocodiles:
Spoiler (click to show/hide)
,
Spoiler (click to show/hide)
, pelagosaurus
Spoiler (click to show/hide)
, metriorhyncus
Spoiler (click to show/hide)
,
Spoiler (click to show/hide)
Megapredators:
Spoiler (click to show/hide)

These are my ideas for what to add to make swamps that much more dangerous, in conduction with the previous ideas. And some nice benefits too (a new booze!). Also, second pic (marked in spoilers) for the land/sea crocs is a creature called adamantinosuchus. Make of that what you will, but that *is* its real name.
« Last Edit: June 18, 2009, 06:49:47 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Pilsu

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Re: The Swamps of Forever
« Reply #36 on: June 18, 2009, 04:22:42 pm »

Personly I don't like how swamps are in game right now, when playing in one I don't get the impression its a swamp, just lots of fairly deep pools of water but as other have said it would require a rework of how water works to make swamps really swampy but then maybe not.

Well, having an aquifer in the top layer is a good start
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Byakugan01

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Re: The Swamps of Forever
« Reply #37 on: June 19, 2009, 09:59:12 am »

True, but it doesn't really give the risk of making a wrong step on what appears to be solid ground-but is actually quicksand (or a mire pit). Which is what I want us to be able to experience. We could also include tar under some of the pools, to give a risk to anything that goes to drink from them. FYI, tar pits are often covered by a layer of water, and it's generally what comes to drink that gets caught in them. Tar pits could also spawn undead skeletal creatures, perhaps as is or when the water layer gets drained.  Maybe dire versions of normal animals in skeletal form.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Luke_Prowler

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Re: The Swamps of Forever
« Reply #38 on: June 19, 2009, 02:46:30 pm »

Byakugan, those are some truely terrifying beast. Of course, you can't have bad without good, so what would be some creatures that could be found in normal or peaceful swamps?
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chucks

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Re: The Swamps of Forever
« Reply #39 on: June 19, 2009, 04:04:36 pm »

Byakugan, those are some truely terrifying beast. Of course, you can't have bad without good, so what would be some creatures that could be found in normal or peaceful swamps?

Fairies, a la Legend of Zelda style!
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Sunken

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Re: The Swamps of Forever
« Reply #40 on: June 19, 2009, 05:20:26 pm »

Byakugan, those are some truely terrifying beast. Of course, you can't have bad without good, so what would be some creatures that could be found in normal or peaceful swamps?

Fairies, a la Legend of Zelda style!
Or, Dunsany style.
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Byakugan01

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Re: The Swamps of Forever
« Reply #41 on: June 19, 2009, 07:05:45 pm »

Well, the idea of good/evil biomes is going to be scrapped and replaced by spheres as I understand, and the original idea was to make a "deathworld" type of swamp. By the way, aside from bog mummies most would go into the savage type of biome, and not evil, since these are really natural creatures.

However, that being said, there are some creatures that would be good candidates for inhabiting a swamp that would NOT turn the swamps into OMG WTF IT's EATING MY FACE! kinds of places.

Quadrupeds:
Spoiler (click to show/hide)

Snakes:
Spoiler (click to show/hide)

Waterfowl/Birds:
Spoiler (click to show/hide)

Animal men/Demihumans:
Spoiler (click to show/hide)

Generic plants/new crops:
Spoiler (click to show/hide)
« Last Edit: June 20, 2009, 11:14:26 am by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Shaostoul

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Re: The Swamps of Forever
« Reply #42 on: June 19, 2009, 08:20:08 pm »

I like the idea of terrible swamps of death. I think it adds to the whole mystery and lore sort of thing. "He who enters the swamp of stench never returns!" or what about a swamp like from Princess Bride?

The creatures should be too hard right? Make sure there is ramps everywhere. Can you make stuff so specific? Like a certain type of undead creature that it is constantly rotting and pouring with miasma?

I like it. I support the perfect environment for the swampthing mega-beast.
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chucks

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Re: The Swamps of Forever
« Reply #43 on: June 20, 2009, 01:42:01 am »

I like the ideas about birds and waterfowl.  You should not only be able to tame and train cormorants, but also falcons and hawks and pigeons.  Some birds could assist with small game hunting of rabbits and hoary marmits and foxes and other such small woodland creatures.  Pigeons have the obvious use of training to convey correspondence with the Mountainhome.

Nagas and animal men and demihumans would be very interested to have mild diplomacies in dwarf mode somewhat like adventure mode, but you could make offers and demands and they could make offers and demands of you similar to civ style diplomacies.  Perhaps smaller groups of these creatures could be treated as a very minor nation similar to elves and humans and goblins and kobolds and such.
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Pilsu

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Re: The Swamps of Forever
« Reply #44 on: June 20, 2009, 12:40:51 pm »

Are animal men even intelligent enough to have diplomacy? Don't they still work in basic packs?
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