Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 11

Author Topic: Watery Diversity  (Read 30794 times)

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Watery Diversity
« Reply #75 on: November 20, 2009, 10:49:05 pm »

Megabeasts that have characteristics seen in real life deep-sea creatures,
The actual deep-sea fishies themselves.

Those vents that support life down on the sea floor, I forget the name...

I'm not sure how coral reefs aren't in the OP yet. Also, proper implementation of coral (I think it's a mat in DF presently, but you can't get at it yet)

METAGAME: Ships. Buoyancy. Icebergs.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Euld

  • Bay Watcher
  • There's coffee in that nebula ಠ_ರೃ
    • View Profile
Re: Watery Diversity
« Reply #76 on: November 21, 2009, 03:27:40 am »

METAGAME: Ships. Buoyancy. Icebergs.
Moving, floating iceburg fortresses.

Dvergar

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #77 on: November 22, 2009, 10:55:50 pm »

METAGAME: Ships. Buoyancy. Icebergs.
Moving, floating iceburg fortresses.

Moving, submersible fortresses
Logged

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Watery Diversity
« Reply #78 on: November 22, 2009, 11:27:08 pm »

crawling submersible fortresses going into the subduction zoooone

But, seriously. Watery diversity. Merpeople are mentioned already...hmm.

Myths surrounding porpoises, "pouring one out for the old man", et.c
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Hippoman

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #79 on: November 30, 2009, 05:39:56 pm »

Plant-life:

Coral, a harvest-able, non-renewable plant that can be made into many items. Worth a lot too. Takes decades to reform.
Logged
THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

Dvergar

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #80 on: December 02, 2009, 03:27:19 pm »

Changing the pathfinding system to incorperate diving???  This could be simulated the way fishing is, stand at the edge of the water.  (Plus have dwarf disapear)  Of course it would be better to genuinly add naval transportation.
Logged

BradB

  • Bay Watcher
  • I hate this site, it keeps me from playing!
    • View Profile
    • An awesome gaming news ticker, woweee!
Re: Watery Diversity
« Reply #81 on: January 10, 2010, 02:50:45 am »

CobaltKobold mentioned the word "buoyancy". I want to flesh it out more.
Attached to the flotsam idea- buoyancy and items that float. Empty barrels, chests, wooden items (and more) should float on the surface of water and if dropped in a river, float downstream t get caught on a bank or flow off the map.

Also, if tides are being suggested, and are not to laggy I would like to add rips (http://en.wikipedia.org/wiki/Rip_current).
Logged

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: Watery Diversity
« Reply #82 on: January 10, 2010, 11:32:12 am »

Looked through the first post's list, I didn't see anything about swimming, Dorf diving, or anything like that.  It seems like a lot of the stuff mentioned would only be accessible via aquatic critters - treasure ships, and trenches, for one.

Dorf submarines and stuff would be fun and the easiest approach, I suppose, but I'm pretty sure that'd clash with that year-1000 technology thing.  Making it easier to learn swimming would be a start - since next release has that class/mentoring thing, that'll be easier, I suppose.

I've actually really wanted some method of getting dwarves to be able to function in the water.  Like a diving suit, connected to a surface vent with a reinforced hose or something.  That would be so rad.  Semi-aquatic forts, with some pathways and sections flooded out would be awesome.

I'm also imagining totally undersea forts, like the habitats in X-Com:  TFTD, with bulkheads and airlocks.  Entering would require a pumping system to unflood the room before the inner doors opened, though I guess that could be circumvented with a pit under  the entrance and a lot of grates.  And pumps at the bottom of the pit.  Also building destroyers!  I guess that's also completely out of place along with subs, though.


Aquatic civilization cities would be cool - there wouldn't be a need for ground access, I would think, so there could be doorways anywhere.  It would be towers instead of houses and shacks, like.

Also, HFS ocean trenches sounds amazing.  I am a bit curious, though, what happens when you put a
Spoiler (click to show/hide)
under the ocean?

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Watery Diversity
« Reply #83 on: January 10, 2010, 11:41:16 am »

Added bottomless lakes. Presumably HFS in the ocean would be more fish-like, but
Spoiler (click to show/hide)
burn hot enough to survive anyhow.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Luke_Prowler

  • Bay Watcher
  • Wait, how did I get back here?
    • View Profile
Re: Watery Diversity
« Reply #84 on: January 10, 2010, 11:42:58 pm »

Have diving bells been mentioned?
Logged

Quote from: ProtonJon
And that's why Communism doesn't work. There's always Chance Time

Andeerz

  • Bay Watcher
  • ...likes cows for their haunting moos.
    • View Profile
Re: Watery Diversity
« Reply #85 on: January 11, 2010, 12:10:22 am »

Ooooh!  I recently saw a documentary on a 14th century diving suit thingy!  I forgot where.  But also... iceberg fortresses = WIN!!!  And Humboldt squid = the new carp.
Logged

Asehujiko

  • Bay Watcher
    • View Profile
Re: Watery Diversity
« Reply #86 on: January 12, 2010, 05:00:20 am »

Risking being yelled at for only reading the OP and not the rest of the thread, what about plants in ponds? Most ponds i know have some form of underwater foliage in it.
Logged
Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Watery Diversity
« Reply #87 on: January 12, 2010, 09:17:17 am »

I got underwater foliage, but I'll add in Humboldts. I've read in many topics about diving that nobody wants diving bells. I suppose we'll still have to mass-pump or (if it's not fixed) use lignite.
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Watery Diversity
« Reply #88 on: January 12, 2010, 04:09:19 pm »

well, diving bells should be POSSIBLE. Air* with nowhere to go shouldn't displace. But probbly shouldn't be in vanilla.

Does kind of leave nothing for vanilla to stay underwater though...
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Cardinal

  • Bay Watcher
    • View Profile
Logged
Engraved is an image of a Human and a video game. The Human is making a plaintive gesture.
Pages: 1 ... 4 5 [6] 7 8 ... 11