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Author Topic: Variable starting dwarf count?  (Read 574 times)

Dvalin

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Variable starting dwarf count?
« on: December 23, 2007, 06:28:00 pm »

Would it be possible to make the number of starting dwarves variable? If so, this would make hermit games infinitely easier to play -- and would also allow trimming or expanding of the party by other players as they'd like.

Admittedly, I'm not sure how much a dwarf should cost on the start-up screen --but y'know.  ;)

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Tahin

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Re: Variable starting dwarf count?
« Reply #1 on: December 23, 2007, 07:00:00 pm »

There's currently a utility that does this. Sure it would be a nice thing to have in-game, but it's all we have now.
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Tamren

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Re: Variable starting dwarf count?
« Reply #2 on: December 23, 2007, 07:45:00 pm »

Shouldnt be too hard to do. In the future i would like to see more customizeable parties. Wealth based on skills brought. NUmber of dwarves selectable. Different party "types" such as convict, colonists, soldiers etc.
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Dvalin

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Re: Variable starting dwarf count?
« Reply #3 on: December 23, 2007, 11:36:00 pm »

Tahin;

I've no doubt. Still, I'd prefer to operate within the usual game balance, so that I'm not breaking the mold too much when I start with a larger-than-normal crew -- or so on.  ;)

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axus

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Re: Variable starting dwarf count?
« Reply #4 on: December 23, 2007, 11:47:00 pm »

The only question would be how many points is a new dwarf worth.  Also, is there a refund for taking less than 7 dwarves
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PTTG??

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Re: Variable starting dwarf count?
« Reply #5 on: December 23, 2007, 11:53:00 pm »

I was thinking about this a while ago, and I thought what could be done is to have a constant total maximum of skill points, so the more dwarves, the less skilled each of them is.
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Sean Mirrsen

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Re: Variable starting dwarf count?
« Reply #6 on: December 26, 2007, 01:25:00 pm »

I think you might start with 5000-ish "coins" and one dwarf - the soon-to-be leader.

You would have to hire workforce - dwarves (humans/elves/whatever else you play). A dwarf won't cost much, around a hundred coins for an unskilled dwarf in pig tail or cheap leather clothes. You will probably spend around 60 or 70 on skilling up the dwarf, and then some more on buying the extra food for him.

After that, you must have a variable as "allowed weight". A dwarf on foot takes as much as an average dwarf carries. A pack animal takes a significantly larger load. A cart towed by an animal (should cost 50-ish, due to the need of having pulling power) takes even more. A large 3x3 starting wagon will become available only once you have at least two free "propulsion animals", will cost you a bundle of coin (100-ish), and will take just about anything you can wish to take - but with a limit, of course, so no taking half the limestone quarry with you on one wagon. More carts or large wagons will be purchaseable, as needed.

With this realism bit in place, another should follow. You start at the edge of the map, like a trader caravan. You then order your rig to move where you want, and then settle down and unload.

This complicated system will be less complicated with saveable embark loadouts and some nice initial setups.

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Pyro93735

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Re: Variable starting dwarf count?
« Reply #7 on: December 26, 2007, 01:36:00 pm »

Sounds like a good idea. I've started using adjuststart lately to do this myself, since I've found that while you can cover all of the most basic survival jobs, there just aren't enough haulers, and I like my fortresses painfully clean. I find that 500 points (the base 200 and selling one axe) is enough to bring along all of the bare necessities like food as well as a few extras like some coal, so I do my best to mathematically maintain that same dwarf/point ratio of 7:500. The dwarf/point ratio could also be configurable if the dwarf count itself is to be configurable ingame, although I think it should be stuck in an unobtrusive location in an advanced options menu somewhere so that new players can play Dwarf Fortress the more classical way first and see if that's right for them.

EDIT: And I'd also love to have embark layouts saved. I always pick the same skills and equipment anyway...

[ December 26, 2007: Message edited by: Pyro93735 ]

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