Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should we mod the new world?

No
- 121 (60.5%)
Yes
- 79 (39.5%)

Total Members Voted: 200


Pages: 1 ... 21 22 [23] 24 25 ... 74

Author Topic: DF2014: The Succession World! At Long Last!  (Read 111177 times)

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
Re: DF2013: The Succession World?
« Reply #330 on: March 20, 2013, 05:23:05 am »

This kind of makes me a sad panda...
Oh well. Embark anywhere should be helpful in that case.

Either that, or civs actually taking the conquered sites over AFTER worldgen.
It would be awesome if one of us was an assassin (very much plausible now), sneaked into the Mountainhome (I wonder how they look like) and killed the monarch (and the royal family while we're at it).
Imagine the shitstorm unfolding after that.
Logged

Yuli Vlasi

  • Bay Watcher
  • Eggs is Doom
    • View Profile
Re: DF2013: The Succession World?
« Reply #331 on: March 20, 2013, 10:05:08 am »

I already suggested that. Kind of.
According to Toady there will be multiple candidates for the post of the king, including his own heirs and barons. If we, as an example, assasinate every candidate except your fortresses baron, he would become the new king because there's no one else left to do the job. Or you could kill everyone but the kings 3 years-old son, resulting in a child-king. Over the course of many ingame-years we would manipulate the worlds politics immensely.

The problem is that barons probably would get replaced soon after you kill them. Guess you have to kill of entire sites to guarantee your wanna-be-king gets the job.

+ your own nicknamed dwarf can become the leader of an entire civilisation, only to get killed the next turn.
Logged
Take command. Lead your men. Hide in booze stockpile. Weep, and everyone weeps with you.
Maybe we could export Yuli: "Succession fortress too stable? Too boring? Just get our Yuli VlasiTM!"

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
Re: DF2013: The Succession World?
« Reply #332 on: March 20, 2013, 04:54:02 pm »

Not-so-megaproject: Wipe out all but one (or two) civs. Let it thrive for a while and then...
You should know the punchline at this point - start killing them all!

I wonder if secessions will be able to happen at some point in the future.
Logged

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: DF2013: The Succession World?
« Reply #333 on: March 20, 2013, 05:00:05 pm »

Not-so-megaproject: Wipe out all but one (or two) civs. Let it thrive for a while and then...
You should know the punchline at this point - start killing them all!

I wonder if secessions will be able to happen at some point in the future.

Probably, but maybe not for this release.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Spish

  • Bay Watcher
    • View Profile
Re: DF2013: The Succession World?
« Reply #334 on: March 20, 2013, 11:43:30 pm »

The problem is that barons probably would get replaced soon after you kill them. Guess you have to kill of entire sites to guarantee your wanna-be-king gets the job.

+ your own nicknamed dwarf can become the leader of an entire civilisation, only to get killed the next turn.
Actually, I imagine it's quite a bit easier than that. You elevate your fortress to mountainhome status, the king comes to live there, he has an "unfortunate accident," and one of your dwarves replaces him as king. And, due to the fact that directly tampering with player fortresses is forbidden, your fellow players will have a rather difficult time wrestling away power from your fortress (unless they go through the trouble of doing the same thing, and assuming they even bothered to pick the same civilization)

Though we don't know if barons can assume the role from beyond the realm of the players control, that would be pretty lame. However, it's nothing a good old-fashioned hitman can't fix.
« Last Edit: March 22, 2013, 04:59:13 am by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
Re: DF2013: The Succession World?
« Reply #335 on: March 21, 2013, 04:16:04 pm »

Hmm...
What about this?

1. Take a pocket world with small amount of civs.
2. Wipe them all out.
3. Commit suicide as the lone wanderer of the world.
4. Allow playing as elf and dwarf outsiders.
5. "Spawn" a couple of each races and put them into remote areas of the world.
6. Go back to doing your thing.
7. See what happens to those lone survivors.


Anyone?
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: DF2013: The Succession World?
« Reply #336 on: March 21, 2013, 05:42:34 pm »

Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: DF2013: The Succession World?
« Reply #337 on: March 21, 2013, 06:01:47 pm »

Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.

Might still be able to retire to sites even if they're depopulated.
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: DF2013: The Succession World?
« Reply #338 on: March 21, 2013, 06:18:20 pm »

Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.
Might still be able to retire to sites even if they're depopulated.
hmmm.... Not sure about this one.
In my experiences, I've been able to retire in a dead site that I've wiped out myself with a different adventurer, but if the site was already dead through world gen, basically stumbling across a ghost town, I've not been able too. But now that the world keeps moving, it might realize when a site is properly emptied, and prohibit it, but then again, once your adventurer retires there, it would have a population of one, making it active again.
We'll just have to wait and see.
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: DF2013: The Succession World?
« Reply #339 on: March 21, 2013, 06:29:57 pm »

We really will. Might be something to ask about on FOTF
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Spish

  • Bay Watcher
    • View Profile
Re: DF2013: The Succession World?
« Reply #340 on: March 22, 2013, 01:43:39 am »

Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.
However, you can still embark for dead civilizations. So what you do is start a one-man expedition, construct a cozy cabin, retire it, maybe introduce a potential soulmate afterward (since you can retire at player sites), and then let history run its course.

(or just do a seven-man fortress and kill the ones you don't need, whatever)

Another interesting thing you could test is having a couple of every race retire at a player fortress, and seeing how they get along...
Who knows, maybe in 300 years they'll have overcome their differences and developed into a sprawling, multiracial utopia. I'm particularly curious how kobolds would fare in an accepting society, since civilized 'bolds is something that absolutely never happens in worldgen. Hell, throw in some subterranean animal people while you're at it. :D
« Last Edit: March 22, 2013, 04:40:34 am by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

SilverDragon

  • Bay Watcher
  • For glory!
    • View Profile
Re: DF2013: The Succession World?
« Reply #341 on: March 22, 2013, 03:31:03 am »

I'd love to see a mod for that, the multiracial society, like starting with any of several races. (NOT FOR THIS WORLD THO)
Logged
Apparently coding DF is equivalent to slaying hydras.

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: DF2013: The Succession World?
« Reply #342 on: March 22, 2013, 04:24:26 am »

Currently possible, with hax
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

SilverDragon

  • Bay Watcher
  • For glory!
    • View Profile
Re: DF2013: The Succession World?
« Reply #343 on: March 22, 2013, 06:55:29 am »

Oh yeah, forgot about dwarfhacks dfusion. NVM then.
Logged
Apparently coding DF is equivalent to slaying hydras.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: DF2013: The Succession World?
« Reply #344 on: March 22, 2013, 12:17:41 pm »

Yeah, retiring a dwarven fortress and then populating it with outcast adventurers of various races sounds like it could result in some interesting impromptu history. All you'd need is to enable those races to be played as outcasts, which can basically be done by adding one little line of code to their entity definition.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
Pages: 1 ... 21 22 [23] 24 25 ... 74