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Author Topic: Starting Embark, Expanded  (Read 780 times)

dwarf_sadist

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Starting Embark, Expanded
« on: March 16, 2013, 01:13:11 pm »

Dwarf Fortress has some interesting challenges featured in this forum, such as surviving on plant gathering alone, or surviving on the surface. While the game allows for many styles of play, I believe the start-up embark options could be more flexible. Some features that could be added.

Having more or less dwarves at the start of the game. The starting seven are really overworked at the beginning of the game and sometimes it would be nice to have that one extra guy for guard duty. The dwarves should be customizable as well, allowing players to determine the sex, age and skill of a dwarf before the game starts would allow for more control. The age of the character could determine how good the stats of the character will be, how long that character will be available for you and perhaps even add in a few 'free' levels in a skill, perhaps raising the limit on how many points you can spend on skills. Children could be the cheap version of a dwarf, allowing you to have a rather large (if rather useless) population at the start of the game.

Have the choice of civilization determine how many points you have available and what sort of items are permitted on your voyage. A very large civilization at it's peak would allow for large amounts of resources to be sent on a single expedition, thus allowing a large amount of points to spend on large amounts of alcohol and skilled workers. A weak civilization at the brink of collapse (or already collapsed, think refugees) would have a limited choice available when it comes to items and labour. You could end up with 30 dwarves and no food, or lots of weapons but no alcohol.

Make items have an availability and supply-demand style cost. By making the amount of goods, dwarves and animals limited based on the civilization, the player would not be able to pick out the most ideal starting template that they would want, but it would still allow some flexibility. For instance, there may be a limit of seven dwarves available for the journey, requiring the player to make do and adapt their equipment choice for a starting settlement of only seven dwarves.

Have equipment cost be based on supply and demand would increase the point cost of an item based on the number you gather for the journey. A barrel of beer would be plentiful in the civilization and so would be cheap no matter how much you buy. War Animals may be rare because of the limited amount of animal training happening, so therefor the cost of each war animal would go up as you collect them.

Have incidents that happen while the dwarves are travelling to the embark site. Perhaps a dwarf will get sick and use up some bandages or soap. Perhaps the dwarfs got stuck in a storm and had to wait it out, causing a delay and reducing the food stocks. Maybe a dwarf died. Maybe some rats ate the food, etc, etc.

Have a limited weight that can be moved on a waggon, and therefor have the ability to have more waggons. The more waggons you have, the more gear you can carry and the more dwarves that can reach the site without incident.

Have the embark options affect the civilization funding the expedition. Perhaps the player embark will cause a war with a civilization that they embarked close to. Perhaps the civilization is now bankrupt from the venture.

Have a new type of purchase, prayer. Be able to spend points for miracles, such as arriving without incident, having one month of clear/warm weather, arrive when all the enemies just so happen to be taking a convenient break, and looking in the opposite direction...
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Werehuman

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Re: Starting Embark, Expanded
« Reply #1 on: March 16, 2013, 10:45:24 pm »

Have a new type of purchase, prayer. Be able to spend points for miracles, such as arriving without incident, having one month of clear/warm weather, arrive when all the enemies just so happen to be taking a convenient break, and looking in the opposite direction...
I think everything but this is somewhat reasonable. I can how the whole thing would benefit players, just personally the miracles don't seem dwarfy, realistic, or necessary.
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mastahcheese

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Re: Starting Embark, Expanded
« Reply #2 on: March 17, 2013, 04:45:31 pm »

Having more or less dwarves at the start of the game. The starting seven are really overworked at the beginning of the game and sometimes it would be nice to have that one extra guy for guard duty. The dwarves should be customizable as well, allowing players to determine the sex, age and skill of a dwarf before the game starts would allow for more control. The age of the character could determine how good the stats of the character will be, how long that character will be available for you and perhaps even add in a few 'free' levels in a skill, perhaps raising the limit on how many points you can spend on skills. Children could be the cheap version of a dwarf, allowing you to have a rather large (if rather useless) population at the start of the game.
Choosing the amount of dwarves, etc. is planned
Have the choice of civilization determine how many points you have available and what sort of items are permitted on your voyage. A very large civilization at it's peak would allow for large amounts of resources to be sent on a single expedition, thus allowing a large amount of points to spend on large amounts of alcohol and skilled workers. A weak civilization at the brink of collapse (or already collapsed, think refugees) would have a limited choice available when it comes to items and labour. You could end up with 30 dwarves and no food, or lots of weapons but no alcohol.
You can affest the amount of embark points in advanced world gen, but it's not civ specific, would be cool.
Make items have an availability and supply-demand style cost. By making the amount of goods, dwarves and animals limited based on the civilization, the player would not be able to pick out the most ideal starting template that they would want, but it would still allow some flexibility. For instance, there may be a limit of seven dwarves available for the journey, requiring the player to make do and adapt their equipment choice for a starting settlement of only seven dwarves.
This would be cool.
Have equipment cost be based on supply and demand would increase the point cost of an item based on the number you gather for the journey. A barrel of beer would be plentiful in the civilization and so would be cheap no matter how much you buy. War Animals may be rare because of the limited amount of animal training happening, so therefor the cost of each war animal would go up as you collect them.
This is kinda already done by different items having different costs, but some more elaboration would be nice.
Have incidents that happen while the dwarves are travelling to the embark site. Perhaps a dwarf will get sick and use up some bandages or soap. Perhaps the dwarfs got stuck in a storm and had to wait it out, causing a delay and reducing the food stocks. Maybe a dwarf died. Maybe some rats ate the food, etc, etc.
A method of playing out the wagon's and founder's trip is planned, where you will actually get semi-direct control of them.
Have a limited weight that can be moved on a waggon, and therefor have the ability to have more waggons. The more waggons you have, the more gear you can carry and the more dwarves that can reach the site without incident.
If you purchase enough heavy materials for the trip you actually will get a second wagon, complete with extra wagon pulling animals, but the weight required is extreme.
Have the embark options affect the civilization funding the expedition. Perhaps the player embark will cause a war with a civilization that they embarked close to. Perhaps the civilization is now bankrupt from the venture.
This is planned.
Have a new type of purchase, prayer. Be able to spend points for miracles, such as arriving without incident, having one month of clear/warm weather, arrive when all the enemies just so happen to be taking a convenient break, and looking in the opposite direction...
I have to agree with Werehuman on this one, and I doubt Toady One would implement it, due to the same reasons Werehuman has mentioned.
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Loud Whispers

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Re: Starting Embark, Expanded
« Reply #3 on: March 17, 2013, 05:00:58 pm »

Have incidents that happen while the dwarves are travelling to the embark site. Perhaps a dwarf will get sick and use up some bandages or soap. Perhaps the dwarfs got stuck in a storm and had to wait it out, causing a delay and reducing the food stocks. Maybe a dwarf died. Maybe some rats ate the food, etc, etc.

Have a limited weight that can be moved on a waggon, and therefor have the ability to have more waggons. The more waggons you have, the more gear you can carry and the more dwarves that can reach the site without incident.
Oh yes, the prospect of an Oregon trail style journey to the Dwarf Fortress lands would be GODLY! It'd make those cross-continental-island embarks all the more truly epic, in every definition of the word. If this is planned, all for the better. Can you imagine embarking with 30 wagons, fit with guards and supplies, slowly wittled down to 7 Dwarves...

mastahcheese

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Re: Starting Embark, Expanded
« Reply #4 on: March 17, 2013, 05:07:14 pm »

Can you imagine embarking with 30 wagons, fit with guards and supplies, slowly wittled down to 7 Dwarves...
...
I want this so bad now.
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CrzyMonkeyNinja

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Re: Starting Embark, Expanded
« Reply #5 on: March 18, 2013, 06:50:16 pm »

A Dwarf Trails thing would make island embarks all the more interesting too. Do you want to float your wagon across the sea or ford it?
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assasin

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Re: Starting Embark, Expanded
« Reply #6 on: March 18, 2013, 08:50:01 pm »

It might be very interesting if you pick your embark civilisation and not the site you're going to build your fortress on and then travel [maybe with an auto option ] around to find the best site. It does make a lot more sense that a party of seven would be surveyors/scouts instead of the first wave of a colony. It could use the exact same mechanics as sending out an army if the system was planned correctly, so it wouldnt be a lot of extra work.
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Spyton

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Re: Starting Embark, Expanded
« Reply #7 on: March 18, 2013, 09:26:29 pm »

I vote for all of this except for the Prayers. It seems a little hokey to do that. Infinite maps for an Oregon trail type experience would definitely broaden the gameplay.

If "The Dwarven Trail" does come around it would be cool to create pseudo colonies at like rivers or oceans that you could, or would have to, leave dwarves in order to be able to cross them and allow migrants and caravans to cross them to get to your fortress. Such as ferry crossings and dockyards-Of course you could just create bridges but wheres the fun in that?

On top of your suggestions, id also propose choosing the exact city/fort you depart from, obviously changing the travel time, and that would change what you could possibly take with you and its costs based upon local access to said things.-Of course you could play the item availability off by increasing its cost and having it be imported to your starting city specifically for your Colonists/scouts before you leave.
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