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Author Topic: Send a fort founding expedition from your fort  (Read 2582 times)

GavJ

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Re: Send a fort founding expedition from your fort
« Reply #15 on: June 28, 2014, 03:18:46 pm »

Again, many of these things can be added later. Why such strong desire to complicate things? The OP is comparable to original embark - in fact, it has a higher degree of control (more complexity) already than original embark... It doesn't really need more, I don't think.

"But how do they make the journey safely?" How do your mountainhome expeditions do it safely?

"But you can escape from an ongoing demon attack." So what? You can also abandon and start a new game from the mountainhomes during an ongoing demon attack, or more directly relevant, you can look up legends, figure out when is the month OF a siege in the spring, and embark then from that civ and the settlers will get past a local likely sieging army somehow. Same difference. Already possible, and nobody seems to care.

"But how do they get to the edge of the map?" How does the original embark get to the edge of the mountainhome map?

"But you choose the dwarves and location in different order!" You don't have to - the idea would work perfectly well if the UI just let you pick a site then choose your list, if you prefer it that way for consistency. I don't care / have any good reason to have flipped it. Just an oversight.

"But squads only allow 10 people and that might need to get changed first." Except that the squad thing doesn't serve any need other than increasing coding complexity (you'd also have to recode bad drafting thoughts by the way). Just choose from a bare text list, what do squads contribute to the equation?





I'm all for adding in personally overseen adventurer wagon expeditions, and walking to the edge of the map, and things like that, as optional complexities eventually, but the majority of the benefit of the suggestion is in the raw basics, it's just as fair and challenging or not as original embark, and demanding half a dozen window dressings all at the same time that would take 3x as long seems misguided to me.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Dirst

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Re: Send a fort founding expedition from your fort
« Reply #16 on: June 28, 2014, 03:37:44 pm »

"But squads only allow 10 people and that might need to get changed first." Except that the squad thing doesn't serve any need other than increasing coding complexity (you'd also have to recode bad drafting thoughts by the way). Just choose from a bare text list, what do squads contribute to the equation?
Actually, it occurred to me you could just use the Workshop Profile interface to choose Dwarves for the embark team.  No need to involve squads.  If the Staging Area is used, it can literally be the profile for that building.

As for going to the edge of the map, it's mostly for color but doesn't require any new game mechanics: the embark team (which is no longer under player control) exits the map using caravan navigation logic.  I can picture advanced players giving their teams Rube Goldberg-esque send-offs such as burning bridges.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

GavJ

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Re: Send a fort founding expedition from your fort
« Reply #17 on: June 28, 2014, 04:04:03 pm »

Quote
As for going to the edge of the map, it's mostly for color but doesn't require any new game mechanics: the embark team (which is no longer under player control) exits the map using caravan navigation logic.  I can picture advanced players giving their teams Rube Goldberg-esque send-offs such as burning bridges.
But there's probably a lot of assumed-caravan-specific code for wagons that would have to be slogged through and lots of bugs.

If not, then that would be a good always-on feature, yes.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

AltF4

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Re: Send a fort founding expedition from your fort
« Reply #18 on: June 28, 2014, 05:59:45 pm »

I love this idea.  Use the same logic that decides if a fort can retire (instead of succumb to invasion) to determine eligibility. In the short term keep it simple. There is no need for a bunch of extra checks / complications, they can come in time.  I have no problem with the idea that a settling a dangerous biome or reclaiming a concurred fortress should be attempted more skilled dwarves.  In fact it actually makes way more sense then sending a bunch of raw recruits.

Yes in the long term it would be nice to have food/booze requirements, potential for ambush, ability to flee a besieged fortress if an escape root existed, etc.... Hell even a requirement that the new expedition be manned by excitement seekers would seem reasonable. However, a very basic version of this could probably created fairly easily and would be a lot fun.
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Crinkles

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Re: Send a fort founding expedition from your fort
« Reply #19 on: June 30, 2014, 08:32:48 am »

Quote
As for going to the edge of the map, it's mostly for color but doesn't require any new game mechanics: the embark team (which is no longer under player control) exits the map using caravan navigation logic.  I can picture advanced players giving their teams Rube Goldberg-esque send-offs such as burning bridges.
But there's probably a lot of assumed-caravan-specific code for wagons that would have to be slogged through and lots of bugs.

If not, then that would be a good always-on feature, yes.

You have to look at it in a holistic sense, though. This kind of feature could well be added with a revision of caravan mechanics, to make them more diverse/dynamic. Good game development, and certainly not Dwarf Fortress development, never focuses on implementing just one feature in a vacuum.
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newjrmint21

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Re: Send a fort founding expedition from your fort
« Reply #20 on: July 04, 2014, 04:45:17 am »

i love this idea. but.. right before i saw this, i was thinking about how cool it would be if you could stop playing a fortress without abandoning it... so it would continue to function on it's own in the name of the mountain halls. combined with this idea, you could turn dwarf fortress into dwarf kingdom. you would start out with the usual amount of dwarves, and you would start your first mountain home. then you would build up wealth, and pops until you could send off a group to a new location. all the wealth between the places could be shared via trade as it already is... but you could be in control of it all. i dont know anything about the coding...... but i dream big.
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GavJ

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Re: Send a fort founding expedition from your fort
« Reply #21 on: July 04, 2014, 04:56:55 am »

Quote
i love this idea. but.. right before i saw this, i was thinking about how cool it would be if you could stop playing a fortress without abandoning it... so it would continue to function on it's own in the name of the mountain halls.
This is going to be a feature of the new release of this game in like... 2 days.
I suggested this due to the fact that that is already implemented, since, as you say, they go together.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

newjrmint21

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Re: Send a fort founding expedition from your fort
« Reply #22 on: July 05, 2014, 01:34:09 pm »

this makes me happy. so when do we get existing dwarvern and elven cities?
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GavJ

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Re: Send a fort founding expedition from your fort
« Reply #23 on: July 05, 2014, 02:20:40 pm »

this makes me happy. so when do we get existing dwarvern and elven cities?
Also in a couple of days or whatever.

I'm not 100% sure if I remember mountain halls being included, but he did definitely say there would be hill dwarves. And elven "cities" definitely (more like gigantic trees with some sort of light development in and around them)
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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