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Author Topic: New Megabeasts  (Read 1227 times)

Flok Speargrabber

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New Megabeasts
« on: March 26, 2008, 03:17:00 pm »

Medusa
Icon: M
Abilities: Turns dwarves into statues of legendary quality, made out of stone.
Body: Serpentine, human torso and face, snake hair, human arms.
Special: Always female

Trogdor
Icon: T
Abilities: Burninates the countryside, burninating peasants
Body: Same as dragon, plus arms.
Special: None.

Adamantine Collosus (sp?)
Icon: A
Abilities: Building destroyer, etc. Same as Bronze collosus but much, much tougher.
Body: Same as Bronze.
Special: Only shows up after you abandon a fort with adamantine, or it gets taken over.

Kraken
Icon: K
Abilities: Sea creature, ink, drowns dwarves, brings floods and rain
Body: Tentacles, squid with a bird's beak
Special: Only on ocean maps. Can't live on land for long.

Giant Dinosaur Creature
Icon: G
Abilities: Building destroyer, firebreather
Body: Same as dragon, minus wings.
Special: A common name is 'Groh'zorra'.

Floating Eye Mechanoid
Icon: O
Abilities: Flight, building destroyer
Body: Circular main body with an eye, metallic claws
Special: Black in color, shoots red and yellow beams down to destroy buildings. (Don't get it? SimCity 2000)

Giant Ant
Icon: A
Abilities: Digs
Body: A standard ant
Special: Does not directly attack people. Instead, burrows and digs random tunnels in patterns that may cause a cave in. Also scares dwarves, of course.

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Lacota

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Re: New Megabeasts
« Reply #1 on: March 26, 2008, 03:48:00 pm »

Perhaps multiples of Megabeasts at a time would be good too.
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atomicoctobot

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Re: New Megabeasts
« Reply #2 on: March 26, 2008, 04:17:00 pm »

Someone should mod in a colossal squid. The adults are believed to grow to the length of a bus.
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Draco18s

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Re: New Megabeasts
« Reply #3 on: March 26, 2008, 04:18:00 pm »

I'd prefer if these were valid suggestions rather than references to either unpopular culture (Trogdor), other games (the giant eye), or Mediteranean mythos (Medusa).

Gorgons are fine, as that's what Medusa was, but Medusa was a named gorgon.

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Fieari

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Re: New Megabeasts
« Reply #4 on: March 26, 2008, 04:23:00 pm »

You know, you don't have to wait for Toady.  Head on over to the modding forum and ask how you can do this yourself, today!  Or just start by reading the wiki for all the instructions you may need.

Note that you can already have multiple megabeasts.  Even multiples of the same kind of megabeast.  The game selects a certain number of beasts, then goes through your raws looking for examples to put into your game, making sure to put at least one of each before repeating.

I don't want new megabeasts myself, although it's really REALLY easy to put more in.  What I want is more features for megabeasts to have, and more things for them to do, and better AI for them.  But since this is already in the dev plans, (dragons picking up people and dropping them, as well as strafing runs, are both specifically mentioned) I can wait.

[ March 26, 2008: Message edited by: Fieari ]

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Othob Rithol

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Re: New Megabeasts
« Reply #5 on: March 26, 2008, 09:34:00 pm »

I think the giant ant idea could be reworked a bit to resurrect the bane that used to be antmen.

But I'd want to see it as a variant of HFS/GCS. On some maps, there would be a giant anthill, with windy tunnels and a centralized queen. The queen lays eggs, which the antmen take to the egg chambers, where they will grow in to antmen and antmen soldiers. The antmen also mine semi-randomly, but much slower than dwarves. Add in a handful of antmen soldiers, and you have a nasty, regenerating suprise.

All of this however, is well beyond the current creature AI , and likely a bigger FPS kill than flows.

Re: New Megabeasts
« Reply #6 on: March 26, 2008, 11:47:00 pm »

quote:
Originally posted by Lacota:
<STRONG>Perhaps multiples of Megabeasts at a time would be good too.</STRONG>

Beatcha to it bud. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003002

Regarding topic starter, some of your ideas:
1) Have been done (regarding dino's)
2) Have been suggested (regarding Kraken)
3) Are silly IMO (Floating Eye)

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Fishersalwaysdie

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Re: New Megabeasts
« Reply #7 on: March 27, 2008, 03:37:00 pm »

quote:
Originally posted by Funkadelic Jive Turkey:
<STRONG>

Beatcha to it bud. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003002

Regarding topic starter, some of your ideas:
1) Have been done (regarding dino's)
2) Have been suggested (regarding Kraken)
3) Are silly IMO (Floating Eye)</STRONG>



Floating eye is from SimCity, the really silly one here is Trogdor...
Now that you people mention it, maybe GCS are Toady's tribute-parody to Nethack's GA or something...
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Draco18s

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Re: New Megabeasts
« Reply #8 on: March 27, 2008, 03:40:00 pm »

...GSC?
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Duke 2.0

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Re: New Megabeasts
« Reply #9 on: March 27, 2008, 04:16:00 pm »

GCS = Giant Cave Spider.
Or possibly Great Cake Surprise. Either one works.

Gorgons could be a little problematic. You know, with two of the famous three being immortal.
Medusa: You are BOTH immortal? Where was I when the Immortality van came by?
Gorgons: You were doing your hair.
Medusa: Oh yea... Damn snakes

As for Megabeasts themselves, make them earn the name Mega! Not though plain 'ol stat bonuses, but through things that make people FEAR them. Like a relatively weak Megabeast that splits when dead, and does so 'till a total of some amount is on the field. Or one that can grow walls of trees to trap dwarves. Or even one that collects bones on the field to make itself stronger.

Basically: Just add some more possible effects to these creatures. Us the community can do the rest.

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Draco18s

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Re: New Megabeasts
« Reply #10 on: March 28, 2008, 01:45:00 am »

quote:
Originally posted by Duke 2.0:
<STRONG>GCS = Giant Cave Spider.</STRONG>

Right, now I remember.

quote:
<STRONG>Like a relatively weak Megabeast that splits when dead, and does so 'till a total of some amount is on the field.</STRONG>

Reminds me of every Ooze in the D&D Monster Manual.

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Toady One

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Re: New Megabeasts
« Reply #11 on: March 28, 2008, 01:52:00 am »

We do have a shortage of oozes, slimes, jellies and blobs.  Cubes are perhaps a bit much.
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Chrispy

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Re: New Megabeasts
« Reply #12 on: March 28, 2008, 03:15:00 am »

For an interesting challenge, why not make it so there is a small chance (larger in evil biomes), that after not being able to make anything for a while, a possessed mood dwarf starts producing horrific constructions in a workshop (claims a random workshop if it isn't already in one), with no notice, just doing so secretly.  After a while, all of the constructs come out, and defend the shell of a dwarf to the very last, acting as pets to their creator, as to not walk to far away.  If you don't defeat them quickly, more and more are made.
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Draco18s

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Re: New Megabeasts
« Reply #13 on: March 28, 2008, 03:08:00 pm »

quote:
Originally posted by Toady One:
<STRONG>We do have a shortage of oozes, slimes, jellies and blobs.  Cubes are perhaps a bit much.</STRONG>

I agree, though I do like the history of the gelatinous cube:
Created by a wizard to clean up his dungeons.  It fit perfectly into his 10 foot by 10 foot corridors!

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Flok Speargrabber

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Re: New Megabeasts
« Reply #14 on: March 29, 2008, 08:10:00 pm »

Ooog. Or one that dissolves armor on attack? I would HATE that one. Especially if it dissolves traps too.
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