Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Migration  (Read 1063 times)

a.random.persona

  • Bay Watcher
    • View Profile
Migration
« on: June 16, 2009, 09:15:22 pm »

Perhaps the ability to, once a fort has become the mountainhomes of a Dwarf civ, has defended against a certain amount of seiges, has a population over say 100 and has a high value then there should be the ability for a group of 7 dwarves to gather some food, belongings and other misc items, build a wagon and move to another site for the creation of another fort. Possibly being followed by "roadmaking" dwarves once this new fortress reaches another level of value.
This could make embarking in the earlier times like year 3 become viable by even starting to make a mountainhomes before there is one.
Logged

Sabre_Justice

  • Bay Watcher
    • View Profile
Re: Migration
« Reply #1 on: June 17, 2009, 06:38:00 am »

This is getting meta.

How about the ability to send trade carts to this new fortress?
Logged

Starver

  • Bay Watcher
    • View Profile
Re: Migration
« Reply #2 on: June 17, 2009, 10:40:31 am »

Perhaps the ability to, once a fort has become the mountainhomes of a Dwarf civ, has defended against a certain amount of seiges, has a population over say 100 and has a high value then there should be the ability for a group of 7 dwarves to gather some food, belongings and other misc items, build a wagon and move to another site for the creation of another fort. [..]

It would be horrible/possibly undesirable to implement, but if one could guarantee resource support (e.g. maintaining some degree of micro-management/sustanence of the original adjacent/road-connected-nearly-adjacent site), I could imagine this method being used to allow territorial incursions into traditionally un(e)mbarkable areas (mountains, or ocean), by providing the raw materials/consumerables needed to establish the deepest, darkest Dwarven Halls or Pier-Topping mid-ocean harbour complex.  Or even allowing the offshoot expedition to prospect for and route back 'home' unavailable resources by inter-tile aqua/magmaduct mega-engineering projects.

[Yes, this is waaaaay beyond what I expect of foreseeable-future DF.  My imagination seems to be running rampant, today, from the merest nudge of inspirational impulse.]
Logged

alfie275

  • Bay Watcher
    • View Profile
Re: Migration
« Reply #3 on: June 17, 2009, 10:59:01 am »

Maybe you can switch to other forts? Maybe the first mayor you get is the dwarf that goes around and you control the fort he is at and tell him where to go, when this dwarf leaves the vice mayor becomes mayor. Oh and you get to play the journey as adventure mode style but with ordering the escorts...
Logged
I do LP of videogames!
See here:
http://www.youtube.com/user/MrAlfie275

a.random.persona

  • Bay Watcher
    • View Profile
Re: Migration
« Reply #4 on: June 17, 2009, 09:56:46 pm »

I was really thinking of having an option to go to the embark menu again without having to abandon the fort. It really sucks having a great fort, completely self sufficient and when abandoning having the "fortress abandoned in ___" message in the legends mode.
As far as my limited coding knowledge goes that would only be a few lines of code. Just making a new option, activated in the esc menu allowing abandoning of the fort with no change to the legends, except maybe something like "the dwarf, <dwarfname> lead <dwarfnames> from the mountainhomes to found <fortname>"
Logged