Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Embarking from an established fort  (Read 2754 times)

deepfield

  • Bay Watcher
    • View Profile
Embarking from an established fort
« on: December 22, 2014, 11:46:41 pm »

I searched around a bit and couldn't find anyone suggested this.

Choose 7 Dwarves and have a weight limit to how many items you can bring. You would need to build another caravan also. Set out again into the world and choose a new site. The fort you embark from would obviously be abandoned.

I feel like this would be fun for continuing on bloodlines and building a civilization up among other things.

EDIT: Fort would retire. Not be abandoned.
« Last Edit: December 23, 2014, 06:10:29 am by deepfield »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Embarking from an established fort
« Reply #1 on: December 23, 2014, 01:41:55 am »

EDIT: NVM

bluephoenix

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #2 on: December 23, 2014, 02:50:01 am »

The fort you embark from would obviously be abandoned.
Why would it have to be abandoned? Why not simply retire it?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Embarking from an established fort
« Reply #3 on: December 23, 2014, 02:54:03 am »

Yeah, that part threw me off enough that I linked to the reclaim article because I completely thought that this suggestion was for reclamation.

deepfield

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #4 on: December 23, 2014, 06:09:16 am »

The fort you embark from would obviously be abandoned.
Why would it have to be abandoned? Why not simply retire it?

Whoops. Meant retire. Sorry its late  :-\
Logged

Timeless Bob

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #5 on: December 23, 2014, 07:49:14 am »

I'd like to see a 'build wagon parts' job in a carpenter's workshop that is able to be used to construct a wagon (much like windmills are constructed) and is then able to be filled much like the Depot is, with various items.  If two pack animals, a Noble named "Expedition Leader" and six other dwarves are able to be chosen to "occupy" this wagon as well, even better.  So the wagon gets loaded with dwarves, goods and two pack-beasts - when the fortress retires, it becomes a viable starting point for a new expedition using these goods, this wagon and those dwarves.  If the wagon dwarves have to actually go in Adventurer's quick-travel mode, the journey to where-ever the embark happens to go would become part of the game as well.  Fortress and adventure mode would join seamlessly.
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

Niddhoger

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #6 on: December 23, 2014, 08:12:26 am »

I'd like to see a 'build wagon parts' job in a carpenter's workshop that is able to be used to construct a wagon (much like windmills are constructed) and is then able to be filled much like the Depot is, with various items.  If two pack animals, a Noble named "Expedition Leader" and six other dwarves are able to be chosen to "occupy" this wagon as well, even better.  So the wagon gets loaded with dwarves, goods and two pack-beasts - when the fortress retires, it becomes a viable starting point for a new expedition using these goods, this wagon and those dwarves.  If the wagon dwarves have to actually go in Adventurer's quick-travel mode, the journey to where-ever the embark happens to go would become part of the game as well.  Fortress and adventure mode would join seamlessly.

And this would allow you to start a fortress with 7 legendary axelords with full candy loadout.  Remember that candy is ultra-light, you could probably dump an entire embark's candy supply into one wagon.  Hell, they could each have a legendary civilian skill as well to tide over for immigrants to be drafted into clothesmakers and such. 

I would like this idea though.  I just don't like the idea of loading it up manually.  I'd rather a point-screen like the initial embark open up, but have a limited inventory it pulls from your established fort's larders.  You could then pick dwarves, but maybe a skill cap in place to keep you from loading up with 11+ legendary skills split among the 7 dwarves. 
« Last Edit: December 23, 2014, 08:15:49 am by Niddhoger »
Logged

Timeless Bob

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #7 on: December 28, 2014, 08:15:39 am »

I'd like to see a 'build wagon parts' job in a carpenter's workshop that is able to be used to construct a wagon (much like windmills are constructed) and is then able to be filled much like the Depot is, with various items.  If two pack animals, a Noble named "Expedition Leader" and six other dwarves are able to be chosen to "occupy" this wagon as well, even better.  So the wagon gets loaded with dwarves, goods and two pack-beasts - when the fortress retires, it becomes a viable starting point for a new expedition using these goods, this wagon and those dwarves.  If the wagon dwarves have to actually go in Adventurer's quick-travel mode, the journey to where-ever the embark happens to go would become part of the game as well.  Fortress and adventure mode would join seamlessly.

And this would allow you to start a fortress with 7 legendary axelords with full candy loadout.  Remember that candy is ultra-light, you could probably dump an entire embark's candy supply into one wagon.  Hell, they could each have a legendary civilian skill as well to tide over for immigrants to be drafted into clothesmakers and such. 

I would like this idea though.  I just don't like the idea of loading it up manually.  I'd rather a point-screen like the initial embark open up, but have a limited inventory it pulls from your established fort's larders.  You could then pick dwarves, but maybe a skill cap in place to keep you from loading up with 11+ legendary skills split among the 7 dwarves.

No, the axelords with full candy loadout would just not be around for the previous fort just in case they ran into trouble while retired.  Whatever is sent on to the next fortress wouldn't be available at the fortress it was sent from, so the balance is still maintained.  Supposing you do send these seven axelords - you've played the game long enough to generate these guys, why place an arbitrary cap on how they can be used?  Also, suppose you venture them out for a bit, retire that fortress and unretire the previous one?  Nothing would stop you from setting it up with another wagon, provisions and "volunteers" once again.  Retiring with a wagon that has 7 volunteers and two tame pulling beasts would just save the contents of the wagon and have it be a place that is available for sending an expedition out from again.  The option would be there, you see - as the player, you'd choose which wagon was the one you decide to set out with.

What's interesting to note is that even with full candy loadout, if your axelords got caught in an evil mist, you might lose that candy to seven new husks.  Seven axelord husks in full candy - now there's the stuff of nightmares!
« Last Edit: December 28, 2014, 08:20:17 am by Timeless Bob »
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #8 on: December 30, 2014, 11:02:26 am »

That is the stuff of nightmares for sure. Husks that could tear apart a bronze colossus in no time flat. I shudder to think of it.

I've been waiting for more links between Fortress and Adventure mode, because right now Adventure mode is somewhat underpowered. All there really is to do is go out and fight things in the wilderness. Being able to set up a pack of dwarves to settle elsewhere and then control their journey would be a nice touch. Maybe you open a limited map that shows places your civ has heard of, and pick an embark site to head to like you do at the beginning of the game. It gets marked on the quick travel map, and it's up to you to get there like any other quest in Adventure mode.
Logged

Deboche

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #9 on: December 30, 2014, 11:11:33 am »

I hope we're not forced to tag along with those 7 dwarves because I find adventure mode incredibly boring.

On the other hand, having adventure mode level control over an individual dwarf in your fortress would be very cool and has also been suggested several times.
Logged

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #10 on: December 30, 2014, 11:15:54 am »

Maybe not forced to follow them, but given the choice.
Logged

Timeless Bob

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #11 on: December 31, 2014, 08:06:30 am »

This really just comes down to granularity in the settings. 
Option 1:
   Automatic Journey:
      The journey would take the same amount of time as the distance to the chosen destination divided by the speed of the slowest hitched animal.  A random determination of "encounters" is generated, along with the results of those encounters (which are then summarized at the fortress embark screen and applied to the dwarves/supplies at embark).  The Player gives up any control over how 'their' dwarves fare during the journey.

Option 2:
   Controlled Journey:
      The "adventurer mode" version of the journey using the quick-travel map that I described in my earlier post - something similar the the '85 Atari game Seven Cities of Gold would be really fun.  The Player would directly control the Expedition Leader who would designate targets for the other six dwarves or signal a retreat if things go too badly.  The other six dwarves would behave as companions of the Expedition Leader during encounters.  The wagon and wagon-pullers could either behave as a workshop during the encounter or continue moving in the direction they are headed so long as there's a dwarf to guide it (Sort of like a super-wheelbarrow).  Any loot/meat that is collected is added to the embark supplies in the wagon and any combat/ambush ability gained by the dwarves is applied during each rest period.

Both are minor variations on what is already in the game.
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Embarking from an established fort
« Reply #12 on: December 31, 2014, 08:55:05 am »

I don't like the idea of controlling the embark wagon at all. You don't control it to start a normal fortress, so it doesn't make sense to controlled it for the next embark. It also wouldn't make sense to ever have the normal embark make you control the journey because it would ruin fortress mode for people who don't want to play adventurer mode.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Urist McVoyager

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #13 on: December 31, 2014, 08:47:34 pm »

It should totally be an option. Not a necessity, but a choice. There's some of us who only avoid Adventure mode because all you can really do in it is quest and kill things.
Logged

Deboche

  • Bay Watcher
    • View Profile
Re: Embarking from an established fort
« Reply #14 on: January 01, 2015, 12:41:06 pm »

It should totally be an option. Not a necessity, but a choice. There's some of us who only avoid Adventure mode because all you can really do in it is quest and kill things.
Just like every video game RPG ever minus the graphics and sound.

I used to play MUDs though and they are a lot of fun. Of course in them you had skills, spells and multiplayer.
Logged
Pages: [1] 2