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Author Topic: Invading adventurers  (Read 6748 times)

Dwarfaholic

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Re: Invading adventurers
« Reply #45 on: January 01, 2009, 04:26:38 am »

Quest: Locate artifact crystal totem.

You find it, only to realise in horror that Ier Evil, your loyal companion, backstabs you!




The idea is cool.
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Tormy

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Re: Invading adventurers
« Reply #46 on: January 01, 2009, 07:30:20 am »

I'm sure that having siegers learn your defenses and take steps to counter them in future attacks has been suggested, but I thought a specific implementation could be counts of how many died and in what way.  So it would not just count deaths, but count deaths by way of:  melee combat; ranged combat; siege engine fire; kill-traps; cage traps; falling or other bridge-related actions; drowning; and burning by magma.  Then the next time, bring along some sort of counter to that defense.

For instance, if a lot of attackers are lost to traps, they might eventually start herding cannon fodder into them to set them off without "real" losses.  If a lot of attackers fell to Marksdwarves in a few sieges, they could bring along catapults that would fire projectiles that could splash through fortifications, or marksgoblins with Pavises.  If a lot of attackers drowned, they might bring an amphibious unit that could destroy underwater buildings.  And if there's a trend of attackers being chopped up by axedwarves, a few adventurers in =steel plate mail= would work them over but good.

Excellent ideas.  Also, the game could use civ-specific "traffic designations" so that invaders could try to avoid spots where their comrades died to traps earlier.

Excellent ideas or not, I am not sure that it's possible to create an advanced AI like that. Toady is a magician, so maybe he could code in an AI like that, but to be honest, I will be very happy if we gonna have a "working" tunneler system even.  :)

I imagine adventurers of all people would know how to find and disable traps. Or at least have trap avoid

I don't think anything will ever be able to fight a drowning chamber, atom smasher or a sheer 15 z level drop below a disappearing bridge without outright cheating itself

Yeah, they should be able to spot/disable traps, if they have the "appropriate" unit in their party...but yeah, like I've said [+ you too], it would be still very easy to kill them all. I fear that this adventurer feature would turn into an "item farming" event.  :D
« Last Edit: January 01, 2009, 07:39:20 am by Tormy »
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Muz

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Re: Invading adventurers
« Reply #47 on: January 01, 2009, 09:06:05 am »

however, does this also mean that with the new world mechanics, you'll be competing against other adventurers for missions?
Competition is what makes a game a game! That's what the great game designer Chris Crawford said :P I would relish competing with other adventurers for missions!

With the system Toady has in place, though, I'm pretty sure there won't be that much competition - many of the other adventurers will be dead.. killed by champion marksdwarves or so.
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Pilsu

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Re: Invading adventurers
« Reply #48 on: January 01, 2009, 09:56:12 am »

Competition is what makes a game a game!

Remember kids, if you can't compete in things that matter in real life, you can always go on the Internet to "pwn sum nubz" and pretend you're not a sack of excrement!

Competing with people is boring enough, let alone if you're competing with a bot
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Groveller

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Re: Invading adventurers
« Reply #49 on: January 01, 2009, 12:14:10 pm »

Yeah, they should be able to spot/disable traps, if they have the "appropriate" unit in their party...but yeah, like I've said [+ you too], it would be still very easy to kill them all. I fear that this adventurer feature would turn into an "item farming" event.  :D

Rather than spotting and disarming traps specifically, they should spot and dismantle any mechanisms. It may be hard for the AI to identify a trap that isn't labeled such by the game, but it's reasonable for any adventurer with half a brain to assume anything in a dwarf fortress with a mechanism built into it isn't gonna want to be friends.
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The raccoon's still there, though.  Just chilling out.  Being a raccoon in some rocks.

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Pilsu

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Re: Invading adventurers
« Reply #50 on: January 01, 2009, 12:33:21 pm »

Which then leads to players making a reverse trap, disabling the mechanism flooding the room or the like via a computer mechanism elsewhere
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Groveller

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Re: Invading adventurers
« Reply #51 on: January 01, 2009, 03:17:45 pm »

If someone puts that much work into their traps, they deserve an  impenetrable fortress.
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The raccoon's still there, though.  Just chilling out.  Being a raccoon in some rocks.

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Neonivek

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Re: Invading adventurers
« Reply #52 on: January 01, 2009, 03:18:40 pm »

If someone puts that much work into their traps, they deserve an  impenetrable fortress.

Except for the... you know... siege engines... wall destroying abilities... and all that :D
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