Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Send out people to build colonies  (Read 649 times)

Deno

  • Bay Watcher
    • View Profile
Send out people to build colonies
« on: June 26, 2023, 03:23:59 pm »

I am playing fortress mode currently and there aren't any nearby settlements I can conquer as I choose a somewhat remote location. I know your civ can build holdings around you if the biome is right but it would be cool if I could send out people to build colonies in a location of my choosing. Especially considering that my fortress is getting a bit crowded.

Also, with the army stuff that is planned for the next bug update, it would be cool to add more interactions with your holdings as well as your parent civilisation. More political, economic, militaristic and intrigue interactions would help make the outside world feel more alive. Feel free to add your ideas if you have any.
Logged

hedgerow

  • Bay Watcher
  • You're Thunderclappin'
    • View Profile
Re: Send out people to build colonies
« Reply #1 on: July 01, 2023, 02:50:03 pm »

I am playing fortress mode currently and there aren't any nearby settlements I can conquer as I choose a somewhat remote location. I know your civ can build holdings around you if the biome is right but it would be cool if I could send out people to build colonies in a location of my choosing. Especially considering that my fortress is getting a bit crowded.

Also, with the army stuff that is planned for the next bug update, it would be cool to add more interactions with your holdings as well as your parent civilisation. More political, economic, militaristic and intrigue interactions would help make the outside world feel more alive. Feel free to add your ideas if you have any.

Depends on how many gigahertz you're peddling man.

Actually, RAM usage and efficient processor usage is probably ideal, and even with the multithreading support currently planned in the works for SDL2, it's worth noting that a large play area is only stable on good computers, and can be somewhat buggy on getups like mine.

For what it's worth, it is completely doable to work multiple settlements into a single game world.  The default region size lets a player develop several on their own because of how immense and expansive the geologic setup is and can be.  It wouldn't be odd to lock off several different areas on the map to simply colonize in groups, since groups can roundabout work faster on their own as long as they are meticulously managed.

For instance, in service dwarves get married young and end up being somewhat estranged from their loved ones, while larger families live on their own and most happily dorm as under most of the rural district.

Burrows play a crucial role in it, but trafficking designations are a requirement for getting proper dwarf franchising in: meaning common standard work stations, specialized roles, and time spent in proximity to other dwarves, be them strangers or not.

To increase FPS, realize that the game volumizes performance for actual matrix in terms of dwarf behavior, so if you have a colony on one side of the map, and another on the other, the pathfinding and routing for certain occupations should all fall within one area of expertise so that dwarves are common ground for their own profession.

Things that will toll on proper frames would be trekking with one another on long walks for hauling, but burrows do not serve as a sufficient separation in common halls for dwarves since it is essentially just apartheid (climbing trees).

Instead, plotting trafficking designations comes down to the permissile utility of certain floor with regards to your worker, so a workfloor would be restricted so that only work personnel enter.  Using trafficking designations between the caves and the farmers is any indication, labors should be given equal attention as personal attendants, as well as personal belongings and quarters.  That way everything revolves around an individual dwarf's commute to and from his bedroom.

Using high traffic designations will keep all the dwarves from computing pathfinding outside the confines of that area, so they will always path near and around one another on certain paths.

To detach dwarves in individual settlements on the same map, one can employ hard measures, such as drawbridges and gates, expansions and pits, holes, and even cliffs and gullies.  This keeps all creatures from ever venturing outside the bounds of their settlements.

It isn't weird for restricted trafficking designations to defeat themselves with regards to harvesting.  If harvesting is a valid labor and profession for nonfarmers, and there are 850 tiles from the ground floor to a farm, a dwarf may path 1000 tiles on relatively safe and compusable floor to get one item, even over days or weeks; without hauling an item that is several times closer.

Nodally, a commute for a dwarf extends outside of their typical sleeping quarters and extends outwards, so floor that isolates and extends in one direction from the origin is the qualitative vector for a commute.  A settlement would be a hub for a certain subset of the total dwarf population to sleep and inhabit, and so they all end up moving from this origin to another place.  Separate settlements would not cross one another without hard measures or burrows assigned, lest a dwarf path through two or three hubs on their way to an innocuous behavior or activity, which is undesired.

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Send out people to build colonies
« Reply #2 on: September 01, 2023, 05:44:27 pm »

I am playing fortress mode currently and there aren't any nearby settlements I can conquer as I choose a somewhat remote location. I know your civ can build holdings around you if the biome is right but it would be cool if I could send out people to build colonies in a location of my choosing. Especially considering that my fortress is getting a bit crowded.

Also, with the army stuff that is planned for the next bug update, it would be cool to add more interactions with your holdings as well as your parent civilisation. More political, economic, militaristic and intrigue interactions would help make the outside world feel more alive. Feel free to add your ideas if you have any.

I'm not sure how talking about the RAM is useful (its important sure, but we're not even sure what the idea is properly yet), but hill dwarves are already sort of a extension of yourself by you frontiering a particular area. Its on the roadmap of 'scenario forts' to be a different scale of fortress building which fits into perhaps a colonial play, and formalizing what exactly your link to the mountainhome is.

In the current game you are building a fort with the intention of supplying a new capital, there's no links to particularly say you're declaring independence eventually. Maybe your scenario fort is just building a monastary, and therefore it changes the types of migrants you recieve. Like is your fortress going to have a lot of villians if you suddenly become a penal colony etc.
Logged