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Author Topic: Fleshed-out civ sites  (Read 894 times)

Adragis

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Fleshed-out civ sites
« on: January 02, 2015, 06:04:50 am »

Just a few ideas on fleshing out dwellings and the like.
Bandits
Seeing as for some reason random travellers have tents while bandits have nothing but a pile of goods and a few campfires, I think bandit camps should be given a little more depth during generation.
A few examples:
-Adding tents for bandits to sleep in
-Adding weapons racks and storage tents rather than the unorganised pile of chests and bags in the current camps
Human sites (towns, hamlets)
At the moment peasants live in dirty little huts: that's only to be expected. However, perhaps giving blacksmiths, doctors. tanners and the like their own places of work within a town (for instance, the surgeon's home having a few 'surgeony' things like a bucket, a few beds, knives and threads/needles). Other things include:
-If a peasant or otherwise has, say, killed an animal (a wolf or wild bear or something) perhaps putting a trophy in their house (if ethics allow) such as a 'black bear bone figurine of Tiqua Knifewashed'
-As mentioned above, giving humans with professions profession-specific items (or perhaps their own 'shop', like a metalworker having a forge (or even sharing one with another person of the same kind of profession)
-This suggestion is for most sites, not only humans: perhaps adding aspects to peasant life that actually show (for instance, a farmer being out in the fields planting/harvesting, a metalworker working at a forge, a normal peasant walking to a shop and getting some food/clothing, and the like)
Dwarven sites, mainly hillocks
Seeing as fortresses already have a fair amount of organisation and the like (although the trade depot is the only place I ever see dwarves: perhaps spreading them out a bit more would help, unless I'm looking in the wrong place) hillocks are the main place I'd consider changing, although they're also pretty developed, if not complex. Examples of work that could be done are:
-Again, dwarves having their own equipment etc. based on profession (perhaps in another, larger, 'Work Mound' or the like)
-Ways of distinguishing between the type of mound (perhaps just something as simple as signs)
-As mentioned before, the visible aspects of peasant life
Elven Sites
Elves all live in trees. The only suggestion I can make is perhaps making it a bit more evident which trees are lived in, and a 'mead hall equivalent' in which to find elf warriors and leaders, as I can't seem to find any anywhere (at least not on purpose).

Also, bar brawls are something I'd love to see if inns and taverns are implemented.
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thincake

Niddhoger

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Re: Fleshed-out civ sites
« Reply #1 on: January 03, 2015, 04:45:56 pm »

Well... DF is sitll in the alpha stage and only has two people working on it.  Much of this is likely already planed, its just hard for Toady/Threetoe to do everything at once. 

The main thing I was struck with is the lack of workshops.  Even in procedurely generated dwarven fortresses we don't have so much as a single masonry.  There aren't even dining rooms! There are a couple hundred individual bedrooms, a couple (giant) stockpiles (food/furniture/equipment)... and then 100 forges without any smelters or apparent fuel sources.  Hilariously, the forges are often made out of bituminous coal itself >.>  The food stockpiles lack booze and there are never any farms.  Just tons of empty rooms with statues in them mostly.  How did this fort function? What did they drink? Where did they cut the stones to make the walls/floors?

Now, I havne't played adventure mode much, but do villagers even have food in their homes? Are there nearby food shops spaced throughout hamlets that people can buy food at? From what I saw they were even worse than hte dwarven fortresses.
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Adragis

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Re: Fleshed-out civ sites
« Reply #2 on: January 04, 2015, 04:33:32 am »

Some villagers have sacks of berries, but that's mainly the farmers. There are food markets in towns, though. The hamlets could do with an equivalent.
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thincake