greatleapforward said:
quote:
you don't need to understand exactly how all of its aspects function to get started.
This is one of the aspects I already like with DF and hope will become better as the games keeps improving. To not burden beginners too hard, much of the fancy stuff should not be necessary to run a successful fortress. I believe someone mentioned glassmaking as such a feature.
That said, one thing that worries me is the AI.
DF is already more complex than many other games when it comes to interaction and problem solving possibilities. Lets say I build a complex series of defences to my fortress, lava, traps, pits, all the fancy stuff that's necessary to give those pesky greenskins a warm (scalding) welcome.
How do they deal with it?
How can they get around my nasty little surprises efficiently, without being omniscent (This would make traps pretty useless)? Of course, they should make mistakes and all, but how will they react the next time they visit me and know the locations of some of my defences? How will they adapt to problematic situations, like a chasm and no way to pass (if I, say, retracted a bridge). And how can the AI handle the sieges in such a way that its weaknesses, it's behavioral patterns can't be exploited too easily?
I'm no programmer, so I don't really know much about AI. But something tells me that making goblins identify patterns is harder than it looks. That huge moat they can go down into, suspiciously devoid of defences; is it a flood trap? Should they find another, longer way around? How do they know?
Heck, one thing is sure. It isn't easy to be a goblin in Dwarf Fortress. And it's going to be even harder with a z-axis.