Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 11

Author Topic: Watery Diversity  (Read 30785 times)

Andeerz

  • Bay Watcher
  • ...likes cows for their haunting moos.
    • View Profile
Re: Watery Diversity
« Reply #90 on: January 12, 2010, 09:14:12 pm »

<3 FAVE ANIMAL EVAR!  OMFGEEEE!

I'd want one as a pet if I was a dorf... keep it in a lil' aquarium.  :3  I'd name him Doinkables... or something more dwarfy.
Logged

Saint

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #91 on: January 12, 2010, 10:16:44 pm »

I bet this was said already but, the ability to path work underwater, for water civs and modded dwarfs.
Logged
Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Watery Diversity
« Reply #92 on: January 13, 2010, 08:53:04 am »

I bet this was said already but, the ability to path work underwater, for water civs and modded dwarfs.

Added in meta-game modifications.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Cardinal

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #93 on: January 13, 2010, 12:52:47 pm »

Saltwater should have a caustic effect on all manner of things, especially in the department of rusting things solid.
Logged
Engraved is an image of a Human and a video game. The Human is making a plaintive gesture.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: Watery Diversity
« Reply #94 on: January 29, 2010, 09:07:55 am »

I would like:

Riverbed diversity

* River banks with actual slopes (ramps). Not over whole length, but on certain places where it makes sense (slow flow, curve side)

* Wider/Deeper rivers. Rivers with multiple z-levels, rivers wider than typical 5 tiles.

* Islands. River that is wide enough could get small islands - thin but longish (~2-3 tiles wide, ~5 tiles long). Also, rivers could have huge boulders in it (1 tile wide rock islands).

* Driftwood, peebles, small boulders, sand, clay on bottom and on river banks.

* Beaver dams (/natural post-storm dams that from on boulders from trees and driftwood). Beavers ( [trEE_THIEF] ).

* Fords (part of river having "brook" surface with leading-in ramps)

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Watery Diversity
« Reply #95 on: January 29, 2010, 10:11:42 am »

I would like:

Riverbed diversity
* Wider/Deeper rivers. Rivers with multiple z-levels, rivers wider than typical 5 tiles.

These exist, you just need look harder.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Safe-Keeper

  • Bay Watcher
  • "Situation normal; all ****ed up"
    • View Profile
    • FS Mod tester
Re: Watery Diversity
« Reply #96 on: January 29, 2010, 11:28:03 am »

Quote
Ship Combat - Obviously, we will need combat once we get ships. Detoxicated had a nice version.
Try again ;) .
Logged
"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Watery Diversity
« Reply #97 on: January 29, 2010, 10:39:46 pm »

sorry bout that.
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: Watery Diversity
« Reply #98 on: January 29, 2010, 11:38:26 pm »

I'd like to witness some kind of sea giant wading to shore, or maybe giants sailing, like in Time Bandits, or the Thomas Covenant chronicles.

The Fomorians of Irish myth were monstrous rulers over both the seas, and the dead, so there might be megabeasts that have the power to make drowned undead rise to attack your Fortress. 

Also, how about river gods, like the old Greek versions? They were divine, but not really in the same league as Zeus and the Olympians, or the Titans. More powerful than say a dryad, though.

And, were you to kill the god of the river, the river would then dry up.

For AGD: Killing a dryad might kill her tree, in the same vein.

Sea Hags: Half witch, half octopus.

Immense chains could be forged and then used to span rivers, blocking ships trying to sail upstream. These chains were truly enormous, and each link might be a separate task.

HFS in ocean trenches is a ***GREAT*** idea.

You could have everything down there, from colossal monsters, to whole cities.

Also, swarms of piranha.   

New resources: such as icebergs, pearls, ambergris, sea salt, driftwood, meerschaum, whale bone, amber...Barbarossa, could we please get a New Resources section to the OP?

With random monsters coming in, how about random critter corpses washing up onshore? Ofcourse, they might be undead. Random critters might also just show up from the sea, ala Godzilla/Cloverfield/C'thulhu.

It would be nice to have an Easter Egg where a bottle washed up on shore with a message inside.

Speaking of messages, how about a real treasure map? Ofcourse, it might not actually lead to treasure, but it would be great if you found a treasure map in one game, and then founded a Fortress to look for the treasure in your next game. The map might be in a bottle, in a sunken wreak, or in the hands of a pirate.

Diving bells would work fine, I think, in combination with improved swimming. One diving bell probably wouldn't do a whole lot, but when you imagine *a series of diving bells*, it starts to become more attractive. Plus, pressure is as much of a problem as breathing, but dwarfs might be resistant to the effects, because of their natural hardiness and dense bodies.

Speaking of diving bells, how about the existence of some enormous sea-snail, or something, with a room-sized shell?

Since rice was mentioned, how about seaweed?

Also, dwarfmade oyster beds/farms.

Raw fish should be edible, if eaten immediately, atleast once it's been processed. Maybe make fresh fish edible for the first day, and then after that require smoking/salting/etc.?

Overfishing really shouldn't ever become a problem in the game. The only reason we have overfishing on Earth is because of hundreds of years of rampant industrialized overfishing, in combination with industrial pollution. Before the 1800's, they practically couldn't give fresh fish and seafood away, because there was so much of an abundance.     

Considering the presence of animalmen (fishmen seem likely), unnatural extinction or severe overhunting of any major group of animals seems much less likely than on Earth, for that matter.

Speaking of which: I'd like to see coralmen defending the coral. A bit like a stone golem, only with jagged, toxic skin.
Logged
For they would be your masters.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Watery Diversity
« Reply #99 on: January 30, 2010, 08:05:16 pm »

Water-filled, interconnected tunnels and pipes, as seen in the Caribbean.
They're a pit, like the magma pipe actually, filled with water, and at some point (a couple of the real ones are 300 feet deep or so i thought) they become horizontal and connect to others by way of these tunnels, miles away. At one point there may be an actual bottomless pit for them to spawn from, or it could lead directly to the new underworld, since maps will now go down quite a bit farther (500 z-levels right?)
These would be very interesting if they were a specific biome [Biome:WATER_PIPE]as you could give them their own megabeasts that arrive from the depths and murder everyone, or a way for aquatic civs/fish-people to attack you/steal your stuff.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Safe-Keeper

  • Bay Watcher
  • "Situation normal; all ****ed up"
    • View Profile
    • FS Mod tester
Re: Watery Diversity
« Reply #100 on: January 30, 2010, 09:59:18 pm »

Thought I'd move the Attack of the Viking Human Longboat scenario here so it's actually in this thread (leaving a link at the original spot), also gave me the ability to add some touches to it.

Spoiler (click to show/hide)

Quote
Raining Frogs and Fish - Yes, the ability for coastal stormfronts to pick up frogs and fish using their winds and evaporation. Frogs, Fish, and WHALES will rain from the sky, and the denizens of the coastline shall tremble in fear!
I don't know how much this matters in a fantasy game, but I recently learned to my astonishment that this is actually just a myth.
« Last Edit: January 31, 2010, 10:30:58 am by Safe-Keeper »
Logged
"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Safe-Keeper

  • Bay Watcher
  • "Situation normal; all ****ed up"
    • View Profile
    • FS Mod tester
Re: Watery Diversity
« Reply #101 on: January 31, 2010, 10:35:00 am »

 - When you drain a river or lake full of vermin, currently the fish and whatnot just disappear. They should be flopping about on the riverbed, ready to be picked up and eaten.

 - Off-map actions affecting your water supply (blood coming down your river, your river suddenly draining out because someone built a dam somewhere upstream, etc.).
Logged
"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Watery Diversity
« Reply #102 on: January 31, 2010, 10:51:42 am »

I know that whales and such raining from the sky is unpossible, but games are cool that way.

@Eric - Bottomless lakes fill this position, but I'll add those in as an example.

-Updating the ship combat

-adding flopping fish, off map river actions, fomorians, sea hags, river chains, messages in bottles, seaweed as food, coralmen, raw fish eatin', riverbanks, beaver dams, and fords.

-adding an 'Aquatic Resources' section, including icebergs, pearls, ambergris, sea salt, driftwood, meerschaum, whale bone, amber, and much much more.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Safe-Keeper

  • Bay Watcher
  • "Situation normal; all ****ed up"
    • View Profile
    • FS Mod tester
Re: Watery Diversity
« Reply #103 on: January 31, 2010, 03:38:11 pm »

Whirlpools: Whirlpools of various sizes are created when currents interact in powerful ways (such as this real-life example (image)) or when a river plummets underground. Creatures and vessels (future) are sucked towards it, with the force of the pull increasing as they get closer.
Logged
"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Watery Diversity
« Reply #104 on: January 31, 2010, 04:11:17 pm »

Garbage-islands. The newest variant of this Phenomen is a large multiple Sqaremiles big swiming island at the westcoast of the USA where our everyday stuff like cans bottles etc. have interlinked to form this thing. Birds are nesting on it.

In earlyer times such islands were formed by seawead, algae, driftwood and so on after storms.
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.
Pages: 1 ... 5 6 [7] 8 9 ... 11