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Author Topic: Watery Diversity  (Read 30765 times)

peekama

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Re: Watery Diversity
« Reply #30 on: August 05, 2009, 11:57:41 am »

Water lilies and frogs would be a cool addition.
Dwarves could like frogs for their croaking.

Also, whirlpools could be added. They could pull ships under the water.
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It'd be cool if unicorn refuse gives off rainbow miasma.
It should totally bleed the laughter of children, too.

Granite26

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Re: Watery Diversity
« Reply #31 on: August 05, 2009, 12:00:13 pm »

Hmm. I think not posting has made you a bit rusty. both of those ideas suck in my opinion. Fire rain? What the hell? Acid rain has been unknown on earth since pre-history, and only now are we screwing up the planet enough to get it back.
Check the hostility....  Can't you come up with a more polite way to say that?
« Last Edit: August 05, 2009, 12:02:20 pm by Granite26 »
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Ralje

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Re: Watery Diversity
« Reply #32 on: August 05, 2009, 12:07:54 pm »

Hmm. I think not posting has made you a bit rusty. both of those ideas suck in my opinion. Fire rain? What the hell? Acid rain has been unknown on earth since pre-history, and only now are we screwing up the planet enough to get it back.
Just for the sake of adding challenge, I was thinking Acid rain for hazardous settings, and fireballs for apocalyptic settings  ;D Sorry if it doesn't sound very realistic.

Also, whirlpools could be added. They could pull ships under the water.
You'll need to think about how ships work first  :P
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I>"When god gives you lemons, YOU FIND A NEW GOD" - Pt

Granite26

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Re: Watery Diversity
« Reply #33 on: August 05, 2009, 12:14:29 pm »

Environmental hazards in sphere aligned zones is extremely appropriate.  Acid Rain in a 'corruption' aligned area, plus roaming clouds of noxious gasses, pools of poisonous bile...  Yeah... cool stuff.

Have we had mentions of algae kill zones and temperature shocks?

Specifically, a poluted river with lots of algae feed has an algae bloom that eats up the oxygen.  When it hits the ocean, there's no O2 in it, and it kills the fish.

The same can happen with warm (lava) water dumping into colder streams, shocking the fish to death.

Finally, you've got the salt/fresh shocks that'll kill stuff.

HAMMERMILL

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Re: Watery Diversity
« Reply #34 on: August 05, 2009, 12:15:47 pm »

Yeah, but algae blooms and ocean kills/ coastal deadzones are more of a modern thing, I think.
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Granite26

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Re: Watery Diversity
« Reply #35 on: August 05, 2009, 12:27:47 pm »

Greece wasn't always the rugged rocky coasted place it is today.  The Middle East was far more verdant before 10 thousand years of human agriculture wore it out.

More specifically, dwarf activities tend to rival industrial age processes in terms of the crap they spit out.

Rowanas

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Re: Watery Diversity
« Reply #36 on: August 05, 2009, 12:54:16 pm »

ok, I'm back and slightly more polite. Ralje, I'm not complaining solely on the grounds of realism (we're controlling dwarves in order to mine out mountains and kill goblins, wasting the lives of tens, nay, hundreds of innocent dwarves in the process) but because the ideas would be sickening in over the top difficulty with little reward. The sky opening up and screwing any outdoor plans you may have had, would not add anything to the game, while forcing players to sporadically drop everything and sit idly until the storm passes.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Kanddak

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Re: Watery Diversity
« Reply #37 on: August 05, 2009, 04:33:17 pm »

Sure, the pollution effects may seem a little anachronistic, but just imagine the looks on the elves' faces!
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Hydrodynamics Education - read this before being confused about fluid behaviors

The wiki is notoriously inaccurate on subjects at the cutting edge, frequently reflecting passing memes, folklore, or the word on the street instead of true dwarven science.

Granite26

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Re: Watery Diversity
« Reply #38 on: August 05, 2009, 04:37:08 pm »

ok, I'm back and slightly more polite. Ralje, I'm not complaining solely on the grounds of realism (we're controlling dwarves in order to mine out mountains and kill goblins, wasting the lives of tens, nay, hundreds of innocent dwarves in the process) but because the ideas would be sickening in over the top difficulty with little reward. The sky opening up and screwing any outdoor plans you may have had, would not add anything to the game, while forcing players to sporadically drop everything and sit idly until the storm passes.

I think you're right in general...  Only using it in specific places would be a good start...

Can anybody think of any ways to have it add play value?

LordZorintrhox

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Re: Watery Diversity
« Reply #39 on: August 05, 2009, 11:04:13 pm »

WELL, the idea of acid rain is really only a "nice to have" thing.  I have no idea what useful gameplay effect it could have.  Generally, until rain can be collected properly like real rain, acid rain would be kinda lame.  Fiery death from the sky would be a great way of spicing up volcano eruptions if we ever get them.

Now, there are places on Earth with pools of highly acidic water, and the usual suspects of hydrothermally active areas like Yellowstone.  Those places would have very interesting building challenges, and the potential for very fun uses of acid water.  Furthermore, since the new caves can hold water in complex cave systems, an acidic flooded cave would be awesome adventurer bait.  And big pools of steaming acid in evil biomes would just set the "oh fuck" meter that much higher.

Armies of the dead arising from pools of acid?  Or magically corrupted cenotes that go all the way down into the demon pits and start frothing and spewing undead before demons attack?

I suppose there could be plants that only grow when the local pH is extremely low, so after an acid storm a rich harvest of, I don't know, "Bitter Lump" mushrooms grows around limestone outcroppings or something.  They'd be really rare, and a delicacy.  In a location with a lot of acid rain (usually very dangerous evil biomes, hence the rarity), you could make bank exporting them to the other Dwarven civs, and with acid pools you could set up irrigation that preferentially spawns the little things, at the risk of your dwarves all developing chemical burns and poor health because of all the...can't use miasma...hmm...*looks up synonyms*...OOO, perfect, mephitis (the name of the Roman goddess responsible for the poisonous fumes that came out of the ground and such).  Could make it light green because I don't think that is used yet for any gas.

Only some materials for pumps, floodgates, etc. would be acid proof, and metals would be out of the question, especially aluminum and iron.

That was a long suggestion, kinda meandered there for a while, and wavering on whether it is water diversity or something else.  But a possible application?
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Ralje

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Re: Watery Diversity
« Reply #40 on: August 06, 2009, 08:40:29 am »

If the acid worked like water, all water traps would become more effective: weakening, drowning, and horribly disfiguring seigers
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I>"When god gives you lemons, YOU FIND A NEW GOD" - Pt

LordZorintrhox

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Re: Watery Diversity
« Reply #41 on: August 06, 2009, 09:16:05 am »

Urist cancels harvest plants: Seeking face.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Rowanas

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Re: Watery Diversity
« Reply #42 on: August 06, 2009, 01:17:43 pm »

The acid pools is a better solution, I can see a lot of interesting things that could be done with it, but you could always avoid the "Fuck you" by steering clear.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Heron TSG

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Re: Watery Diversity
« Reply #43 on: August 10, 2009, 08:31:08 am »

I like the idea of pools of it showing up. Adding to the OP later.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Siquo

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Re: Watery Diversity
« Reply #44 on: August 10, 2009, 08:57:37 am »

If you have acid pools, you really need tar-pits. Including skeletal dinosaurs. Tar moves like magma, and can burn. And can be used to asphalt your roads ;)

Muddy tiles should dry up, you'll need to re-flood your underground tree/normal farms regularly.

Real pressurised water: being able to pre-pressurise water to create geysers and fountains without having to build towers. Also allows for natural geysers.

Also: Megabeast - Jaws-Shark.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))
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