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Author Topic: Dwarven Hive .4 - second major release. Still beta.  (Read 8470 times)

The Scout

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #45 on: May 25, 2011, 05:30:57 pm »

Make them lay eggs. In nestboxes. This would solve everything.
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #46 on: May 25, 2011, 07:34:17 pm »

Does that actually work with a controllable species?  When I glanced about the Kobold mod, I thought they were saying that it didn't.

I'm thinking of making the hive dwarves have an allergy towards normal underground plants.  Does anyone know if a poisonous substance, once cooked, remains poisonous (causing a syndrome, etc)?

The problem with this idea is that it seems like the Hive is a bit weaker than normal dwarves, at least at the start of an embark.  The inability to draft a military without a female (who are often way too precious to lose - to the point that I made Magma a female caste as well, partly to make hopeless single-gender forts a bit more rare and partly because I intend them to be setting their enemies on fire in combat, making them a death sentence for a squad leader of a different caste) and the fact that you're almost guaranteed to have jobs that your dwarves can't learn at embark make it a little rough. 
« Last Edit: May 25, 2011, 07:40:18 pm by Talanic »
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Ult1mara

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #47 on: May 25, 2011, 07:50:05 pm »

Making it rouch and tough can sometimes be a good thing IMO. All too often do I find it too easy to play this game without dying, and you can survive quite easily without ever opening your gates. However if you force ppl to open their gates that makes the game a LOT harder ^_^
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The local scottish drunken dwarf
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darkflagrance

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #48 on: May 26, 2011, 03:18:23 am »

Eggs work for controllable species. However, the females have to sit on the eggs often, and you have to prevent the eggs from being moved, or else they will become utterly useless. So egg-laying civs are basically broken in terms of overall functionality, though it can be made to work.
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #49 on: May 26, 2011, 12:55:14 pm »

I'll leave that out for now, then.  But would it be okay if I used Great Fiend Spiders from Fortress Defense as a jumping-off point for an enemy species?
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Ult1mara

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #50 on: May 26, 2011, 03:15:13 pm »

I agree with the great fiend spiders. How about an actual ant civilization that has been altered by the same thing that altered these dwarves? Or even an Elven race that has been mutated ..... damn that would be nice to see a mutated elf ^_^
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The local scottish drunken dwarf
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #51 on: May 26, 2011, 03:39:15 pm »

Actually, that was what I was thinking of converting great fiend spiders into - spider-elves.  Working with the material RAWs, I could possibly manage some stuff with chitinous / bone / wooden items that would make them into formidable foes, without just providing the drones with one more source of stuff they could smelt. 
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Ult1mara

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #52 on: May 26, 2011, 04:23:33 pm »

Elves that can fight DAMN!!!! lol that will be fun to see ^_^ looking forward to it :P
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The local scottish drunken dwarf
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #53 on: May 26, 2011, 07:40:59 pm »

No, freaky spider-elves that can fight.  Once I get their pincers to stop melting at room temperature.

I have four castes for the spider-elves, and they wound up bearing very little similarity to great fiend spiders - although they did start out as those, I just started tinkering and got carried away.  Hope you don't mind, darkflagrance; I mean no harm and will remove them if you ask.

Castes:
Webfiends:  Elven (on the OUTSIDE, at least), but can shoot webs. 
Spidertaurs: Four pincers, four legs.  Rend, Rip and Bite attacks have shown themselves able to penetrate iron armor - I haven't even gotten to changing material RAWs or giving them weapons!
Windspiders: Like webfiends, can equip weapons.  Spit spider venom as a ranged attack.
Warspiders: GCS on roids.  Web spitting.  Eight legs, two pincers, with the same attacks as the Spidertaurs, they are significantly tougher due to [NOTHOUGHT]. 
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DrKillPatient

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #54 on: May 26, 2011, 09:19:45 pm »

If you're still doing the no-arms dwarf, give him a really long/muscular(?) beard that grasps. With any luck, you'll be able to strangle people with it.
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #55 on: May 26, 2011, 09:44:02 pm »

Haven't started on the rival hive idea, where the beardic dwarf would wind up, but that was the idea 8)
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #56 on: May 31, 2011, 09:27:10 am »

Current status:  Testing the spider-elves. 

Planned:

When the new version comes out and syndromes can transform creatures into new types of creature, the real fun will start.  Assuming that things work, the plan is:

1.  All hivedwarves are drones.

2.  The player gains access to a new building, the Conversion Chamber.  It produces various types of material that combust instantly, inflicting the dwarf who activated it with a syndrome, which changes the dwarf's caste (and, by definition, gender).

3.  By inputting ingredients of various types, the player can convert a drone-caste hive dwarf into a different caste, as needed.

The problem is, how many ingredients, what expense, and what process?

Should I have a tiered system, whereby you have to convert a drone to, for example, stinger, then rock, wood, soil, and blood castes?  Royal, of course, is the top level and should require a huge investment.  Or should it be directly from drone to end target?  Part of this depends heavily on mechanics (well, all of it does, especially whether or not the mechanics allow for a creature to be/stay friendly after conversion).

In addition, the conversion chamber would ideally be able to convert captured prisoners into a form of cattle via a similar reaction, but that requires other things as well. 
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Ult1mara

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #57 on: June 02, 2011, 09:38:49 pm »

Current status:  Testing the spider-elves. 

Planned:

When the new version comes out and syndromes can transform creatures into new types of creature, the real fun will start.  Assuming that things work, the plan is:

1.  All hivedwarves are drones.

2.  The player gains access to a new building, the Conversion Chamber.  It produces various types of material that combust instantly, inflicting the dwarf who activated it with a syndrome, which changes the dwarf's caste (and, by definition, gender).

3.  By inputting ingredients of various types, the player can convert a drone-caste hive dwarf into a different caste, as needed.

The problem is, how many ingredients, what expense, and what process?

Should I have a tiered system, whereby you have to convert a drone to, for example, stinger, then rock, wood, soil, and blood castes?  Royal, of course, is the top level and should require a huge investment.  Or should it be directly from drone to end target?  Part of this depends heavily on mechanics (well, all of it does, especially whether or not the mechanics allow for a creature to be/stay friendly after conversion).

In addition, the conversion chamber would ideally be able to convert captured prisoners into a form of cattle via a similar reaction, but that requires other things as well.

U should make it a lvl kind of system yes. However it wouldnt be bad if u had say a 3% chance of making them upgrade more than 1 lvl? and the cost should be high and it should also have a risk, say death or it can make them worse? Least that way ppl will have to choose more wisely and wont just spam it to no end untill they get a whole fort of say Blood, Rock or Royals
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The local scottish drunken dwarf
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Ult1mara

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #58 on: June 09, 2011, 06:59:09 am »

Any new news on this mod talanic?
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The local scottish drunken dwarf
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Talanic

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Re: Dwarven Hive .4 - second major release. Still beta.
« Reply #59 on: June 10, 2011, 03:36:41 pm »

Huh, somehow missed the question.

I'm working on getting the dorfs to breed properly, still.  When/if I can create a syndrome that can turn captured enemies into drones (flavoring it as if they were chestbursting hapless prisoners), I may do that, but right now, dwarves laying eggs is NOT working.  They lay the eggs and sit on them, but over a year later, none have hatched.  I've even tried creating a 'brooding chamber' and locking the females in to make sure the eggs aren't disturbed, but no dice.

Previous attempts were similarly hopeless.  Despite my best efforts, there's no guarantee the hivedwarves will establish a viable colony.

Spider-elves showed up to siege me, but with me only having 20 bugdwarves to fend them off and no established military, I wasn't able to do much about it - or test their balance.  *sigh*
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My first review from a real magazine!
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