Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes  (Read 1041 times)

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes
« on: October 08, 2014, 07:43:05 am »

Basically this is just a suggestion that there should be some option to start an adventure or fortress as the first, or at least one of the first, creatures/civilizations in the world.

Currently there is generally a year or two of worldgen going on before you can start up, and I think it would be fun to fully be part of the "first generation" and to more fully control the way the world eventually develops.

Bonus points if you can set some morals and etc. for the civilization on startup, instead of them being tied fully to race (though that may count as a totally different suggestion)
« Last Edit: November 03, 2014, 07:33:16 am by BFEL »
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: First Creature/Civ on Worldgen
« Reply #1 on: October 08, 2014, 08:08:16 am »

Generating a one-year world is exactly what this is, though. Check the descriptions of your dwarves; they'll all have "appears to be XX years old and is one of the first of his/her kind."
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

GavJ

  • Bay Watcher
    • View Profile
Re: First Creature/Civ on Worldgen
« Reply #2 on: October 09, 2014, 11:36:00 am »

Generating a one-year world is exactly what this is, though. Check the descriptions of your dwarves; they'll all have "appears to be XX years old and is one of the first of his/her kind."
No it's not what he's suggesting. You still get invasions, caravans, and feel less special deep in the cockles of your roleplaying heart.
Logged
Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes
« Reply #3 on: November 03, 2014, 07:32:35 am »

Yeah, when you gen a one-year world currently, all the trappings of civilization just magically POOF into existence.

I'm suggesting that you should be able to be there for the founding of the first civ, you should be able to watch Mormul McFullofSelf create the title of Master through force of arms, etc.

A current one-year world already has a enormous amount of history jammed into it that you're FORCED to miss.

The world in the "Age of Myth" should feel primordial and wild. It shouldn't pop into existence with a full history of civilization behind it.

renaming thread to be less ambiguous.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

GavJ

  • Bay Watcher
    • View Profile
Re: PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes
« Reply #4 on: November 03, 2014, 11:27:12 am »

Quote
A current one-year world already has a enormous amount of history jammed into it that you're FORCED to miss.
And having that not be true would require an enormous amoutn of history that Toady would be FORCED to spend time programming, even though the large majority of players would probably skip over it because they want to have caravans and invasions and things.

That is likely wasteful effort, from a gameplay perspective. I do like the concept of being able to play this way, but the minor novelty of it compared to the huge relative effort means I'd think it should go a ways back on the back burner, personally.
Logged
Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Ribs

  • Bay Watcher
    • View Profile
Re: PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes
« Reply #5 on: November 03, 2014, 03:54:52 pm »

Why not "create" a civilization after worldgen?

There could be a scenario where not all races/civilizations came to be at the same time. Maybe you could start the game at year 200 and have an option to "create" a new dwarven civ, fresh out of the oven. That way you could start a fortress with exactly every dwarf in your civilization in an already existing world, with an already existing history.
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: PLAYABLE First Creature/Civ on Worldgen, "Age of Myth" changes
« Reply #6 on: November 03, 2014, 03:57:55 pm »

Why not "create" a civilization after worldgen?

There could be a scenario where not all races/civilizations came to be at the same time. Maybe you could start the game at year 200 and have an option to "create" a new dwarven civ, fresh out of the oven. That way you could start a fortress with exactly every dwarf in your civilization in an already existing world, with an already existing history.
If Im not reading this wrong, he wants to create a civ at year -1.  Most FBs, titans, and other such things come into existence then, despite being born hundreds of years earlier.

I like the idea of founding the mountainhomes where you see fit (read: a mountain or other entity-allowed location), but Im not sure that could be done by Toady without special work on it.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!