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Author Topic: Future of the Fortress: List of Remaining Items  (Read 735704 times)
Neonivek
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« Reply #5280 on: October 04, 2009, 01:28:51 AM »

Yeah Toady didn't go overboard with poisons just yet. No Heavy Metal poisoning from Magmamen.

Quote
If you can't deal with a few dead dwarves, don't delve too deep!

Havn't you been reading? Dwarves shouldn't die EVER! Except when you want them to.

I am not sure if that is flaming/trolling or social commentary. Such a fine line. I really hope it is on the "Social commentary" side...

UGH SOCIAL STIGMA!!! SIGMA!!!
Qmarx
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« Reply #5281 on: October 04, 2009, 01:40:41 AM »

Raw spoliers ahead!
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Sean Mirrsen
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« Reply #5282 on: October 04, 2009, 02:10:07 AM »

I just thought of something (using flawed programmer logic). Could there be 'poisons' with negative symptom values? Since effects seem to stack, maybe quaffing a dose of a poison with -100 effect would cure you?
Neonivek
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« Reply #5283 on: October 04, 2009, 02:22:45 AM »

I just thought of something (using flawed programmer logic). Could there be 'poisons' with negative symptom values? Since effects seem to stack, maybe quaffing a dose of a poison with -100 effect would cure you?

I wouldn't say cure, as that would require negating the poison itself or somehow removing it from your body, Id say it would subvert the effects of the poison for as long as the effect lasts. If it lasts longer then the poison then it is as good as a cure.

In the same way that pain killers don't heal wounds, why would it cure poison? If the pain killer just so happened to last longer then the wound, then all the better.

Though a problem is that a lot of things in reverse are a penelty. Pain helps you notice things, if you can't go unconscious then you can't sleep (Which has a wide array of problems), if you can't vomit then your vulnerable to certain toxins and diseases. Though I don't think negative values work in reverse I am sure they just negate if they function at all... it is just something to think about.
LumenPlacidum
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« Reply #5284 on: October 04, 2009, 03:09:31 AM »

Would be neat if you could have things in reverse though.  Then, you can have a venomous creature that, when it bites you, shuts down your lungs but activates gills, making your adventurer aquatic and able to proceed through the ocean...
Vester
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« Reply #5285 on: October 04, 2009, 03:20:12 AM »

Or drowning you in air if you're on land.
Footkerchief
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« Reply #5286 on: October 04, 2009, 03:41:23 AM »

I wouldn't say cure, as that would require negating the poison itself or somehow removing it from your body, Id say it would subvert the effects of the poison for as long as the effect lasts. If it lasts longer then the poison then it is as good as a cure.

Yeah, this is the only behavior that would make sense for poison effects with negative severity, if the game will even accept a negative parameter.  That leaves the question of how to administer the antidote.  There's no AI for injections or salves, so it'd have to be inhaled.  Maybe you could make a custom workshop that (when manned) constantly churns out clouds of Kogan's Cure-All Elixo-Vapor, and build it inside your hospital zone.

edit: or you could have a special exotic pet that constantly exudes the vapor
PermanentInk
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« Reply #5287 on: October 04, 2009, 03:42:05 AM »

Looking into this more closely, I do see now that kingship can be past down to their children, but in many cases it has been past down to completely unrelated dwarves, even when the passing ruler has many living children. I've noticed that this seems to happen more often when the passing ruler's life is cut short or/and their surviving children are very young. Is there an age limit to becoming king?

I love the possibility of this developing into palace intrigue where, say, a Prince Regent takes power until the proper heir comes of age, and power struggles ensue.
Chronas
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« Reply #5288 on: October 04, 2009, 07:21:19 AM »

Thats it, i am now planning another mod. a lab built into my spaceship fort intended to breed a hive of aggressive monsters with acid blood (totally not a copyright infringement) and drop them out of hatches to splatter all over my enemies, or shred them if it survives the impact.
Areyar
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« Reply #5289 on: October 04, 2009, 07:28:45 AM »

Will elves be able to talk to or tame these beasts, then use them in wars and sieges like goblins use trolls?
If ThreeToe's stories are prophetic / design documentation, then eventually all animalmen will be tamable/allies of the elves.
CobaltKobold
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« Reply #5290 on: October 04, 2009, 08:34:56 AM »

WEll, actually, just the aboveground animalmen, Toady said.

edit: found it
Quote from: [url=http://www.bay12games.com/forum/index.php?topic=21498.msg540624#msg540624]Toady One[/url]
but the underground Animal Peoples are more insane and antisocial and also use crude weapons where the aboveground ones might not.
HLBeta
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« Reply #5291 on: October 04, 2009, 08:56:08 AM »

...is there an age limit to becoming king?

Your beard must be this long to rule the Bakers of Tragedy.

Will it be possible to define blood as a body-pervasive tissue for the purposes of toxins and disease without creating targeting weirdness in combat? I understand that the current system can get at damage to blood cells and vessels in a roundabout fashion, but it would be pretty cool to have cyanide-style toxins that render the blood unable to carry oxygen (maim the blood?) without just directly killing the lungs.
Sunday
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« Reply #5292 on: October 04, 2009, 09:57:22 AM »

Ah.  For some reason I didn't think to search for 'antidote'. 

I guess I could see negative poison effects working for some things (damage to a specific organ, necrosis, etc.), but not others (what would a negative value of blood-vomiting or blisters give you?).

Also, I doubt they had huge numbers of antidotes pre-1400s.  I think (with a few exceptions) poisons were mostly uncurable back then.  Though gameplay-wise it might be fun to play around with antidotes.  But they aren't really essential, I guess.
Mandaril
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« Reply #5293 on: October 04, 2009, 10:03:59 AM »

I guess when people wanted to have something that could take down a full adamantine geared legendary skilled champion, this is it :)

Inhale enough poison that paralyzes you/your heart, and down you go!
CobaltKobold
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« Reply #5294 on: October 04, 2009, 10:31:37 AM »

Cloth masks- time-appropriate? Would certainly help with dust, if not necessarily inhaled toxins.
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