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Author Topic: A Preemptive Analysis of Interactions in Adventure Mode  (Read 3139 times)

AlexRose

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A Preemptive Analysis of Interactions in Adventure Mode
« on: August 05, 2011, 11:56:26 am »

It sounds like it'll be very handy.

I am so sorry.
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The Merchant Of Menace

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #1 on: August 05, 2011, 12:07:25 pm »

To the pungeon with you!
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Jimlad11

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #2 on: August 05, 2011, 12:11:39 pm »

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« Last Edit: March 13, 2018, 01:40:55 pm by Jimlad11 »
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Barnox

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #3 on: August 05, 2011, 01:05:13 pm »

On a serious note, I'm hoping it includes Adventurer breath attacks.
Finally, I'll be able to do my cave-in dust sonic shout.
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Alluvian_Est-Endrati

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #4 on: August 05, 2011, 02:39:24 pm »

I really have to give them a hand on this one. I wonder how unnerving it would be to see all those limbs crawling about. At least any adventurer taking advantage of these reactions will be a head and shoulder above the rest.
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Lead_poisoning

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #5 on: August 05, 2011, 06:23:34 pm »

Limbs? You're thinking too small, my friend.

Hydra + bladed weapon + necromantic powers = infinite army of undead hydra heads.
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iyaerP

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #6 on: August 05, 2011, 06:30:29 pm »

Limbs? You're thinking too small, my friend.

Hydra + bladed weapon + necromantic powers = infinite army of undead hydra heads.

Sadly, hydra heads don't grow back in dwarf fortress.
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Corneria

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #7 on: August 06, 2011, 02:13:49 pm »

I think you may be overestimating the usefulness of undead limbs. I have a feeling their movement speed will make them useless unless you summon them during or right before a battle.
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druid91

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #8 on: August 06, 2011, 02:46:54 pm »

Except after you finish a battle. You could kill your own undead limb stuff it in your backpack and then drop it and reanimate it next time.
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Nighthawk

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #9 on: August 06, 2011, 03:02:02 pm »

I think you should be able to pick up live body parts. Then you can place them in your pack, or, better yet - throw them at your enemies.

The live, flying reanimated human hand strikes the goblin crossbowman in the throat, bruising it!
The reanimated human hand latches on firmly!
The reanimated human hand places a chokehold on the goblin crossbowman's throat!
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Cyroth

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #10 on: August 06, 2011, 06:10:10 pm »

I love how the DF community is always figuring out ways to weaponize something before it is even released.
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iyaerP

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #11 on: August 07, 2011, 12:36:08 am »

I think you should be able to pick up live body parts. Then you can place them in your pack, or, better yet - throw them at your enemies.

The live, flying reanimated human hand strikes the goblin crossbowman in the throat, bruising it!
The reanimated human hand latches on firmly!
The reanimated human hand places a chokehold on the goblin crossbowman's throat!



So in this vein, what if I were to zombify a decapitated dragon head? Do you think it could do its breath attack after I threw it at somebody?

In the same line of thought, what if we killed a were-beast and then zombified THAT? Could the zombified were beast transmit its were-ness on to creatures that you had it attack?

I really want to do that. Just get a zombified were-wolf head and throw it at people to turn THEM into werewolves.
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Christ, are you dwarves or are you elves? If you think Hell has too many demons, then youkill them till the population reaches an acceptable number.
Dwarf Fortress: So horrifying the players would rather talk about nice things, like Warhammer 40k.

Urist Da Vinci

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #12 on: August 07, 2011, 02:53:42 am »

...
So in this vein, what if I were to zombify a decapitated dragon head? Do you think it could do its breath attack after I threw it at somebody?
...

Please note that the token which allows dragons to breathe fire is applied to the entire dragon, not just it's head. It is highly likely, if severed body parts inherit the tokens of their "parents", that an animated dragon foot could breathe fire.

GaxkangtheUnbound

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #13 on: August 21, 2011, 01:54:55 pm »

...
So in this vein, what if I were to zombify a decapitated dragon head? Do you think it could do its breath attack after I threw it at somebody?
...

Please note that the token which allows dragons to breathe fire is applied to the entire dragon, not just it's head. It is highly likely, if severed body parts inherit the tokens of their "parents", that an animated dragon foot could breathe fire.
And I thought that athlete's foot was bad, try having fire coming out of your toenails. You'd never be able to wear any footwear.
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Eric Blank

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Re: A Preemptive Analysis of Interactions in Adventure Mode
« Reply #14 on: August 21, 2011, 03:27:54 pm »

...
So in this vein, what if I were to zombify a decapitated dragon head? Do you think it could do its breath attack after I threw it at somebody?
...

Please note that the token which allows dragons to breathe fire is applied to the entire dragon, not just it's head. It is highly likely, if severed body parts inherit the tokens of their "parents", that an animated dragon foot could breathe fire.
And I thought that athlete's foot was bad, try having fire coming out of your toenails. You'd never be able to wear any footwear.

You'd most likely have to scoot around in a titanium wheelchair just to avoid setting everything on fire.
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