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Author Topic: Building a roguelike fortress for your adventurer  (Read 647 times)

martinuzz

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Building a roguelike fortress for your adventurer
« on: February 22, 2012, 08:02:04 pm »

So.. With adventurer traps working now. That opens up a whole lot of possibilities for combining fortress mode with adventure mode.
So I challenge you all to come up with ideas; devious trap corridors, complex mechanic contraptions, puzzle levels, monster traps..

I do have a few questions though:

1) Will power structures still work after abandoning fortress?

2) Will caged creatures in a built cage survive?

3) Will walled-off vampire dwarves remain in their cell after abandoning?
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Loud Whispers

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Re: Building a roguelike fortress for your adventurer
« Reply #1 on: February 22, 2012, 09:04:56 pm »

1. Yes
2. Friendlies die/disappear. Hostiles wander the fort free.
3. No

martinuzz

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Re: Building a roguelike fortress for your adventurer
« Reply #2 on: February 22, 2012, 09:10:05 pm »

2. Friendlies die/disappear. Hostiles wander the fort free.

I thought friendlies (at least, resident dwarves) start wandering from your fortress towards the nearest dwarven settlement after abandoning. I remember reading (a long time ago) that somebody stumbled across a wandering band of former fortess dwarves with his adventurer.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Spish

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Re: Building a roguelike fortress for your adventurer
« Reply #3 on: February 22, 2012, 09:10:22 pm »

2. Friendlies die/disappear. Hostiles wander the fort free.
Doesn't matter if they're friendly or not. It depends on whether or not the creatures in question are historical figures (viewable in legends mode, note that this is not the case with adopted pets). Anything else, the game just kills or forgets ever existed.

In other words, if you want a creature to stay behind, you have to sacrifice it a notable kill so it earns a name and a spot in history. Post-abandonment, you may discover it (if it's a member of your civilization) has developed sense of civilizedness and a fondness for clothing.
« Last Edit: February 22, 2012, 09:19:58 pm by Spish »
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Loud Whispers

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Re: Building a roguelike fortress for your adventurer
« Reply #4 on: February 22, 2012, 09:11:05 pm »

2. Friendlies die/disappear. Hostiles wander the fort free.

I thought friendlies (at least, resident dwarves) start wandering from your fortress towards the nearest dwarven settlement after abandoning. I remember reading (a long time ago) that somebody stumbled across a wandering band of former fortess dwarves with his adventurer.

Resident Dwarves yes, anything else (tame animals e.t.c.) just die :|