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Author Topic: Embark scenario profiles (migrant and caravan control)  (Read 585 times)

Khym Chanur

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Embark scenario profiles (migrant and caravan control)
« on: May 31, 2013, 08:43:06 pm »

Many types of fortress scenarios a user might want to play (penal colony, military outpost, etc) should affect immigration, but there's no way to influence migrants.  There are some suggestions for being able to tell the liaison what sorts of immigrants you want, the ability to reject migrants, and so on, but there'll be scenarios those things probably won't cover, not to mention that for certain scenarios it would break immersion.  My suggestion is that there be "scenario profile" files, one of which can be selected from in the embark screen, and after embarked can't be changed.

Of course, to fully play out many scenarios you'd also need to modify how caravans act.  That's the second section.

Spoiler: Migrant control (click to show/hide)

Spoiler: Caravan control (click to show/hide)
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assasin

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Re: Embark scenario profiles (migrant and caravan control)
« Reply #1 on: May 31, 2013, 09:59:34 pm »

we already know that certain scenarios are planned to be a basic part of the game. Though it seems that you want more control to create your own scenarios. It might be interesting to be able to set up embark scenarios in a sort of combo between the raws and advanced world gen. Say like:

set immigration frequency: [this would allow you to determine how often immigrants come]
set immigrant number [the number could be random within a range defined here]

immigrant type:criminal [possibly defined as a specific class in conjunction with the crime and punishment arc, other ways to define it would be based off of profession, noble status, etc]
  immigrant proportions [the ratio of this type of immigrant in relation to other types per migration wave with the total being set in the above example]
 immigrant status: as a prisoner [ie in a cage or whatever],guarded, etc. .


of course this, I apologise, a very rough example. Other things that could be considered is when this sort of thing is an option to be chosen ingame, say you cant build  a military fort unless you're close to an enemy[assuming that proximity will be a bigger issue once the army arc is completed], or a trade station if you're not near a trade route such as a road [once the trade system is expanded].

Then there'd need to be flavour text to make this look at least semiproffesional. And if diplomatic and other out of fort  features are expanded on, there'd need to be ways to customise these new features to fit what you are trying to do. Ssay a military fort being able to ask for reinforcements or ressupply or whatever.
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Khym Chanur

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Re: Embark scenario profiles (migrant and caravan control)
« Reply #2 on: June 01, 2013, 07:22:43 am »

Though it seems that you want more control to create your own scenarios.

Yes.

1) No matter how many scenarios Toady includes in the game, there'll always be ones he didn't include (or even think of) which someone will want to try.

2) Even for scenarios Today does explicitly include in the game, players might want to tweak them to make them easier or harder.

Quote
It might be interesting to be able to set up embark scenarios in a sort of combo between the raws and advanced world gen.

I don't think any of it should go into world gen.  If someone was trying to fine tune a particular scenario it would suck to have to generate a new world for each iteration of their experiment.
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assasin

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Re: Embark scenario profiles (migrant and caravan control)
« Reply #3 on: June 01, 2013, 04:50:08 pm »


Quote
I don't think any of it should go into world gen.  If someone was trying to fine tune a particular scenario it would suck to have to generate a new world for each iteration of their experiment.

I wasn't saying it should be part of world gen, just the interface would be kinda similar, but the way I laid it out would probably make it a bit necessary, though I'm not certain. I guess it might be possible to edit a scenario after world gen, or maybe continue it for a year or two. I'm not certain. I just care more about flexibility than convenience as long as its not too inconvenient. Anyway, when I'm testing something out It takes me about too seconds to gen a pocket world, and I might have several instances of the game open and generally turn the start video off. But my laptop is fairly decent, so I'm not sure how others would handle it. And even then I'll agree it still is a bit annoying
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