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Author Topic: Red Tide  (Read 5611 times)

Armok

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Re: Red Tide
« Reply #15 on: September 16, 2011, 11:12:27 am »

DF needs tides with randomly generated dates, colour, and symptoms. "Beware of the golden tide, every early spring it comes. It causes coughing, necrosis, undeath, and spontaneous gender flipping."
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Neyvn

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Re: Red Tide
« Reply #16 on: September 16, 2011, 11:24:07 am »

When I read the title, I actually though it was going to be an image of a red tide in game. Caused by slaughtering something in the waters and the waves bringing it up to shore... ^_^
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Itnetlolor

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Re: Red Tide
« Reply #17 on: September 16, 2011, 02:58:13 pm »

I like the idea of bypassing an FPS killer by giving it cave adaptation effects instead of clouds. I also like the biome-based variations, distribute it across the worldgen.

The randomly generated effects of red tide sounds like it can get pretty nasty and sometimes worse than FBs (best to have the effects alignment-based; good is relatively harmless, and evil is ‼fun‼), though it could also provide an excellent challenge for coastal/island forts as a motivation to find a way past the aquifer ASAFP (or at least a well-sealed fort).

EDIT:
A mysterious tide that grows metal on fish scales like an electro-plating process would actually be more interesting. Would be hell though to fight a land-walking fish (skeletal or something) the gets metal armor tidally plated onto them. As if they weren't already bad enough to deal with. <_<

Ere the tides flow with copper during the summer seasons. Copper plates the scales of sea creatures. (Beware the copper-plated skeletal carp). Dangerous tides be active, stay indoors, Winter tides bode necrosis when inhaled. Dormant tides lie in the Spring, Shellfish are lethal to eat. Dormant tides lie in the Autumn, contact with the waters cause dizziness.

Of course, this is what's known to happen in what seasons; when they happen is random chance.

Fresh water (screw pump filtered or otherwise) will not be affected by tidal conditions, of course. Murky water has a chance to hit, and oceans/salt water will nearly be guaranteed to hit.

How'd you feel about building a fort in this place? "STRIKE THE EARTH!", undoubtedly.

EDIT EDIT:
Raw file chaos could make things particularly fun with this, as well as modding in conditions for tides as well and what conditions they best work with, and so on.

I'm uncertain if lakes get affected by the phenomena or not. Major rivers or salt water rivers might have a chance.
« Last Edit: September 16, 2011, 11:28:22 pm by Itnetlolor »
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FearfulJesuit

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Re: Red Tide
« Reply #18 on: September 20, 2011, 07:10:39 am »

We could do it with the shellfish, if we can use the new ingested poisons. But do fish even ingest seawater when they swim?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

BigD145

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Re: Red Tide
« Reply #19 on: September 20, 2011, 11:02:14 am »

We could do it with the shellfish, if we can use the new ingested poisons. But do fish even ingest seawater when they swim?

No, I think fish hold their breath when underwater. I know that's what I do.

Spoiler (click to show/hide)

Dwarf activity causing mud to be washed into the ocean should increase blooms. No clue how it'd be done.
« Last Edit: September 20, 2011, 11:05:06 am by BigD145 »
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peskyninja

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Re: Red Tide
« Reply #20 on: September 20, 2011, 05:12:28 pm »

We could do it with the shellfish, if we can use the new ingested poisons. But do fish even ingest seawater when they swim?

No, I think fish hold their breath when underwater. I know that's what I do.

Spoiler (click to show/hide)

Dwarf activity causing mud to be washed into the ocean should increase blooms. No clue how it'd be done.
Spoiler (click to show/hide)
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darkflagrance

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Re: Red Tide
« Reply #21 on: September 20, 2011, 07:13:01 pm »

I want to execute goblins by throwing them into the sea and WATCHING THEM SLOWLY DISSOLVE INTO PILES OF GOO AND BONES AS THEIR SKIN BECOMES COVERED IN GREEN GLASS.
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Itnetlolor

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Re: Red Tide
« Reply #22 on: September 20, 2011, 07:33:42 pm »

I want to execute goblins by throwing them into the sea and WATCHING THEM SLOWLY DISSOLVE INTO PILES OF GOO AND BONES AS THEIR SKIN BECOMES COVERED IN GREEN GLASS.
Think of this, you can always make execution cells that are seasonally plagued (depending on the ailment/location/associated plagues, according to alignment/biome). Torture them with the seasonal ailments that come with the waters when the time comes for them to take effect (again, based on the chances that they occur during the season. It's an uncommon natural occurrence).

You gotta admit, death by breathing in necrotic red tide, and following it up with the next season causing dizziness via soaking? Who can beat that? Of course, it doesn't always have to end up that way. Let's not forget, who doesn't want to fish copper fish or literal gold fish? Although they are just plated, but you can still collect the mineral deposit from the corpse/fishery/refuse. Of course, it'll have to be smelted from the raw material first (preventing fishing from being too relied upon for ore collecting).

There has to be other ailments than what I have listed that RT can cause. Plus, not all of them have to be bad. What about fanciful lands' versions of red tide having reactions similar to a fountain of youth (super speed or strength, healing waters)? However, drinking, skin exposure/swimming or breathing in the heavenly algae doesn't only affect you. What about wildlife and the unicorns? o_o;

Now that exposed well isn't such a bad idea anymore. As long as the water is exposed to the elements and is drinkable, or can be contaminated by the tides. Just remember to wall it in enough to protect the partiers.

I don't know if the RT plating effect should only affect scaly creatures (such as fish and sea monsters) or if it can also be used as a method of plating prisoners by making them swim in the stuff for a few weeks (to prevent escape, I would advise barring the floor or at least any way that leads out via swimming).

Although it seems a bit technologically advanced, I can imagine plating technology would allow for some rather cheap productions and could end up over-modernizing the game a bit. Just think, chrome-plated swords. Blind your enemy as you assault from a hilltop during sunrise (well, depending on where the sun is more like, relative to wielder).
« Last Edit: September 20, 2011, 08:01:44 pm by Itnetlolor »
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NotAQuisling

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Re: Red Tide
« Reply #23 on: September 20, 2011, 07:49:01 pm »

This could be affected by world gen settings so you can get near constant amounts or a one in a blue moon type of thing.
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FearfulJesuit

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Re: Red Tide
« Reply #24 on: September 21, 2011, 10:39:02 pm »

We could do it with the shellfish, if we can use the new ingested poisons. But do fish even ingest seawater when they swim?

No, I think fish hold their breath when underwater. I know that's what I do.

Spoiler (click to show/hide)

Dwarf activity causing mud to be washed into the ocean should increase blooms. No clue how it'd be done.

In DF, I mean, is there any sort of sense in which they are taking in water?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.
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