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Author Topic: Oddities  (Read 973 times)

Silverionmox

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Oddities
« on: December 18, 2011, 06:24:02 am »

Quote from: Toady One
fixed some catacombs that managed to exit out into the ocean and fill with water.

Actually, that sounds cool to encounter on occasion. It might be interesting to allow features to interact in bizarre ways, as an exception. Water-filled dungeons are one example. Others: submerged cities, temples, graveyards. Cities with only one road. Cities consisting of one huge building. Cities on steep walls. Underground and aboveground cities on top of each other. Etc.
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peskyninja

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Re: Oddities
« Reply #1 on: December 18, 2011, 08:25:58 am »

Is that a suggestion?
When one tile is connected to a infinite water source the WHOLE Dungeon will flood rendering it useless for an adventurer.
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knutor

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Re: Oddities
« Reply #2 on: December 19, 2011, 02:18:49 am »

Glad he's fixed that.  However, I agree with the Silverionmox.  Some submerged water effects would be really interesting, instead of the staple 7/7 pool.  I'd love a submerged streams, to build a submerged waterwheels on at some point.

This sorta implies Toady's nerfing flow-off-the-region fortified drains.  *shucks*  Hope he doesn't do that.  Not really sure what else to do with water, if that's removed.  Pump stacks are design intensive for the casual gamer. 

Sincerely,
Knutor
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Silverionmox

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Re: Oddities
« Reply #3 on: December 19, 2011, 12:32:45 pm »

Is that a suggestion?
When one tile is connected to a infinite water source the WHOLE Dungeon will flood rendering it useless for an adventurer.
Some place ought to be pretty much unreachable for the passing adventurer. See it as an interesting puzzle without an out-of-the-box easy solution. And water breathing effects are a staple in magic systems anyway nowadays. Or we could have bladders full of air. We'll still need a solution for the light. If necessary, you can always dig it out.
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G-Flex

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Re: Oddities
« Reply #4 on: December 19, 2011, 12:35:18 pm »

I'd love a submerged streams, to build a submerged waterwheels on at some point.

I'm not entirely sure you know how a waterwheel works. You can't exactly submerge the whole thing!
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coolio678

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Re: Oddities
« Reply #5 on: December 19, 2011, 04:24:38 pm »

I'd love a submerged streams, to build a submerged waterwheels on at some point.

I'm not entirely sure you know how a waterwheel works. You can't exactly submerge the whole thing!
says a person who plays a game where we can link a waterwheel to it's own power source.
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G-Flex

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Re: Oddities
« Reply #6 on: December 19, 2011, 09:16:09 pm »

There being limitations to the system isn't an excuse to make even fewer parts of the system sensible.
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drilltooth

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Re: Oddities
« Reply #7 on: December 19, 2011, 10:25:55 pm »

it could be he's simply set it so that it doesn't connect caves in ocean areas to the caverns, or, the offscreen citybuilding reacts to the presence of shorelines rhatert than placing buildings on underwater tiles.
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jaxler

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Re: Oddities
« Reply #8 on: December 19, 2011, 11:32:09 pm »

i love this idea. i'd love to sea a city that had a wall that was 20z levels high.
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knutor

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Re: Oddities
« Reply #9 on: December 21, 2011, 01:40:47 pm »

I'd love a submerged streams, to build a submerged waterwheels on at some point.

I'm not entirely sure you know how a waterwheel works. You can't exactly submerge the whole thing!
Ha!  I guess it did read like that is what meant.  Knutor bonks self with a wet noodle  I meant a subterranean stream or brook.  I really hope that is put in, before the map edge fortified drains are taken out.  Otherwise, some of the designs I use, and find very enjoyable, will be inadvertently nerfed in the process.

Sincerely,
Knutor
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