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Author Topic: Future of the Fortress  (Read 3852770 times)

CaptainArchmage

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Re: Future of the Fortress
« Reply #8655 on: January 09, 2014, 03:59:18 pm »

In the current version, there can quite a few difficulties in getting Dwarf civilisations to grow, especially when there are a lot of good-aligned mountains or on smaller maps. Larger maps, meanwhile, end up with large amounts of empty space. How much has this changed in the new version, especially with the new sites?

So I gotta ask: What were the settings for the following world? Seems to me like natural savagery and number of forgotten beasts was set to very high (along with a few other settings) for it to see so much travesty...
I don't think there's anything special about the settings. Forgotten beast number depends solely on world size and depth (though mega- and semimegabeast number can be varied), and savagery would mostly apply in this scenario to reduce the number of sites to conquer. I don't have comparison numbers, but 39 dwarf fortress sites sounds like a good number for a 100-year medium world.

Were these including the deep sites or hill sites or just the Dwarf Fortresses?

According to the wiki, the number of forgotten beasts is related to the size of the world. I'm not sure if they appear during worldgen after it starts running the world history though.

Do forgotten beasts spawn or demons escape from the underworld during active gameplay now?
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Knight Otu

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Re: Future of the Fortress
« Reply #8656 on: January 09, 2014, 04:08:56 pm »

Were these including the deep sites or hill sites or just the Dwarf Fortresses?
The devlog said forts, so I'm assuming it didn't include deep  and hill sites.

In the current version, there can quite a few difficulties in getting Dwarf civilisations to grow, especially when there are a lot of good-aligned mountains or on smaller maps. Larger maps, meanwhile, end up with large amounts of empty space. How much has this changed in the new version, especially with the new sites?
Hill sites appear outside mountains, so they should help if you get an excess number of aligned mountains.
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Re: Future of the Fortress
« Reply #8657 on: January 09, 2014, 04:28:28 pm »

Perhaps refugee mechanics were at work, and most people who weren't leaders (and some defenders) simply fled in the wake of the incoming beatdown?
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Nasikabatrachus

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Re: Future of the Fortress
« Reply #8658 on: January 09, 2014, 04:34:23 pm »

Man, I loved today's devlog. And some say fort mode is being neglected!

This post raises one major question for me, which is: if a player adventurer kills a megabeast occupying a fort and makes a claim on the site, is the fort still reclaimable through fort mode? Will a reclamation party have to fight a hostile band of adventurers if they're an enemy of the dwarves' home civ? Can such a site claim generate hostility by itself?

The presence of moving armies on the world map during play also raises tactical and strategic concerns about the placement of forts. How do hostile civs target each other's sites for attack? Could an "outpost" fort placed between a metropolitan fort and a necromancer tower or dark fortress divert attacks away from the larger fort? Will attack frequency and strength be reflected by proximity? (apart from the 20-tile necromancer tower "attack radius")

In the current version, there can quite a few difficulties in getting Dwarf civilisations to grow, especially when there are a lot of good-aligned mountains or on smaller maps. Larger maps, meanwhile, end up with large amounts of empty space. How much has this changed in the new version, especially with the new sites?

I suspect that this purported emptiness on large maps isn't really as empty as it feels, primarily due to the lack of other entities moving around the world map and the lack of dwarven, elven, and goblin (goblen?) sites. Other things being equal, worlds will probably feel well-populated compared to the way they are now, simply due to these changes.
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Footkerchief

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Re: Future of the Fortress
« Reply #8659 on: January 09, 2014, 04:51:24 pm »

Do forgotten beasts spawn or demons escape from the underworld during active gameplay now?

No (except by player action, but you probably know that).  That would imply that your adventurer could watch dwarves mining out new tunnels (or otherwise releasing underworld creatures), which would be a big change.  We've heard about many ways the world will be more active during gameplay, but this isn't one of them.
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thvaz

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Re: Future of the Fortress
« Reply #8660 on: January 09, 2014, 04:56:26 pm »

In 2010 I "got" 5 days off work after the release. The hype for the new release is at least as stronger than in 2010.
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EnigmaticHat

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Re: Future of the Fortress
« Reply #8661 on: January 09, 2014, 04:58:50 pm »

Megabeasts can be defeated in worldgen currently.  It actually doesn't take that much.  Often random elves will somehow beat them in one on one combat.  Although on the other hand there are often megabeasts who last for centuries and have a hundred kills to their name.  Which is still ridiculously low for a rampaging dragon or whatever, but it looks like this release has sorted that out.
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WillowLuman

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Re: Future of the Fortress
« Reply #8662 on: January 09, 2014, 05:19:48 pm »

I dunno, In my checking the people who kill Megabeasts often have pretty good combat skills, except when the Megabeast was already injured.
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EnigmaticHat

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Re: Future of the Fortress
« Reply #8663 on: January 09, 2014, 06:03:36 pm »

How exactly would a single elf kill a dragon in the current combat system though?  I mean a born and raised elf, not one of those snatched or conquered ones that is OK with using metal weapons.
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Nasikabatrachus

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Re: Future of the Fortress
« Reply #8664 on: January 09, 2014, 06:09:22 pm »

How exactly would a single elf kill a dragon in the current combat system though?  I mean a born and raised elf, not one of those snatched or conquered ones that is OK with using metal weapons.

By firing the lucky wooden arrow that hit the weak spot exposed by the thousands of other wooden arrows?
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Broken

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Re: Future of the Fortress
« Reply #8665 on: January 09, 2014, 07:05:48 pm »

I just wanted to say this:

TODAY DEVLOG IS AWESOME.
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Andrew425

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Re: Future of the Fortress
« Reply #8666 on: January 09, 2014, 09:16:13 pm »

I just wanted to say this:

TODAY DEVLOG IS AWESOME.
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Ggobs

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Re: Future of the Fortress
« Reply #8667 on: January 09, 2014, 10:47:24 pm »

Have you ever world genned a city/town/hill fort/fortress that was completely inhabited by vampires?
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Zavvnao

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Re: Future of the Fortress
« Reply #8668 on: January 09, 2014, 11:06:31 pm »

this will be interesting when I make newer 10k year old worlds, as some beast, even vulnerable hydras, can make it from the dawn of time to surviving in the play year. Many descendants and stories from those I think.
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DG

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Re: Future of the Fortress
« Reply #8669 on: January 10, 2014, 12:59:45 am »

Guys, it's still too early to be alarmed, but the International Consortium of Bay Watchers has recently recorded a spike in the DFX of several thousand urists. Here's the latest graph from the site:



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