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Author Topic: Blood clutter+evil regions=bloodmen  (Read 447 times)

EveryZig

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Blood clutter+evil regions=bloodmen
« on: May 17, 2011, 01:56:52 pm »

I think that large patches of blood (a square with 10+ units of blood) should rise in evil areas as blood men. Takes care of some of the clutter as well as being completely awesome.
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Soaplent green is goblins!

Vercingetorix

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Re: Blood clutter+evil regions=bloodmen
« Reply #1 on: May 17, 2011, 03:15:33 pm »

At a minimum, it should happen in the third cavern where they occur naturally.
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

jaxy15

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Re: Blood clutter+evil regions=bloodmen
« Reply #2 on: May 17, 2011, 03:44:29 pm »

Would be cool, however..
What's the point?
They're probably just gonna annoy some potash maker and get punched to death.
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Dwarf Fortress: Threats of metabolism.

EveryZig

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Re: Blood clutter+evil regions=bloodmen
« Reply #3 on: May 17, 2011, 03:52:39 pm »

Would be cool, however..
What's the point?
They're probably just gonna annoy some potash maker and get punched to death.
They could be made a bit tougher. And half the point is to do something to get rid of the 50xblood per tile that accumulates normally.
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Soaplent green is goblins!

sockless

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Re: Blood clutter+evil regions=bloodmen
« Reply #4 on: May 17, 2011, 11:51:51 pm »

Well for this to work, we would need to have better element men. Fluid men are completely useless right now.

The problem is that they are modeled the same as fleshy creatures are, which doesn't work very well as they have virtually no strength, instead they need to be modeled in such a way that when they get punched, the hand goes right through.
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Iv seen people who haven't had a redheaded person in their family for quite a while, and then out of nowhere two out of three of their children have red hair.
What color was the mailman's hair?