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Author Topic: Dwarf Fortress in Space  (Read 2787 times)

AceSV

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Dwarf Fortress in Space
« on: February 01, 2015, 03:08:36 pm »

So, what if we made a futuristic version of Dwarf Fortress?  I'm not an experienced modder, though I've programmed small computer games before. Here are some thoughts:

The tech should be based on fun early Space Opera like Buck Rodgers or original Star Trek, not a modern realistic concept of space travel and futurology.  In other words, still a fantasy game. 

You've been sent to colonize a new planet.  You are not the first dwarves to arrive on the planet, but are a group leaving the TouchPoint (MountainHomes) to start a new city somewhere else on the planet. 

Wild animals would be simple modifications like the Giant animals, or just normal animals with a new name and graphic, like blue elephants. 

You might encounter angry natives, akin to Antmen, Batmen and the like, probably based on the various Animal Men that exist already.  I'd prefer to see some that are friendly and capable of joining your colony. 

Instead of cross-bows, dwarves make rayguns.  Rayguns are powered by special crystals that work like a stack of bolts, except that they never leave a collectible bolt behind.  Different crystals would effect the raygun's capability, for example, a renewable Solar-Hydrogen crystal might be relatively weak, like a bone bolt, while a non-renewable Plutonium crystal might be very powerful and cause syndromes in whatever it hits. 

Aside from rayguns, other mechanical weapons could be used, like Drills (instead of Picks), Chainsaws, Ray Sabers, Pile Bunkers, etc.  Other futuristic ranged weapons like Missile Launchers, Rail Guns, or Flame Throwers could be there too. 

Dwarves could use energy shields and high tech armors for defense.  There could be Powered Armors which not only protect a dwarf but increase its strength. 

Workshops are connected to electricity the same way they are currently connected to Power.  This would change the dynamic of some workshops.  For example, a Forge would be powered by electricity instead of consuming fuel to generate heat.  "Fuel" would be more potent products like Uranium or Dilithium and be used for more serious workshops, like robot factories or arms production. 

Robots and automated workshops.  Not sure if this would be feasible.  It would be cool to see robots that work like Dwarves but don't need to eat or sleep (they might need to recharge instead).  Robots would have a particular labor enabled, such as Hauling, Cleaning, Mining, Fighting, etc.  They would be built at a particular skill level and never get better, and of course never try to do things which they are not programmed to do.  For Crafting industries, you could build automated workshops where a robot builds things automatically instead of a Dwarf.  Like other robots, the auto workshop would have a set skill level and never improve. 

Lots of modern/futuristic materials, like steel alloys, aluminum, titanium, tungsten, uranium, super alloys, silicon, bioplastic, carbon fiber, concrete, kevlar, synthetic diamond, high tech ceramics, etc.  Maybe biofuels and fuel crops. 

Not sure what to do with traditional industries like Carpentry, Masonry, or Pottery. 
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Putnam

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Re: Dwarf Fortress in Space
« Reply #1 on: February 01, 2015, 03:45:58 pm »

4. Can't have others join your colony until next version.
5. Impossible.
7. Impossible.
8. Impossible.
9. Impossible.
10. Way ahead of you.

AceSV

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Re: Dwarf Fortress in Space
« Reply #2 on: February 01, 2015, 08:22:42 pm »

How would a raygun be impossible?  Can't you just change the word "crossbow" to "raygun" and "iron bolts[25]" to "ferrocrystal[25]" and add a little clause to make it disappear after being fired?  Again, new to modding, genuinely curious. 
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could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Putnam

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Re: Dwarf Fortress in Space
« Reply #3 on: February 01, 2015, 08:23:35 pm »

a little clause to make it disappear after being fired

The problem is that there is no such thing as that.

Also, you'll be shooting the ferrocrystal straight up, not having a separate projectile come out.

AceSV

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Re: Dwarf Fortress in Space
« Reply #4 on: February 01, 2015, 10:52:36 pm »

a little clause to make it disappear after being fired

The problem is that there is no such thing as that.

Also, you'll be shooting the ferrocrystal straight up, not having a separate projectile come out.

Ah, so you can't add if/then clauses when modding?  Something like if(stacknumber == 1){evaporation rate = 100;} or something
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could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.

Putnam

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Re: Dwarf Fortress in Space
« Reply #5 on: February 01, 2015, 10:54:56 pm »

No, modding is nothing like programming and there is no scripting involved.

Rydel

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Re: Dwarf Fortress in Space
« Reply #6 on: February 02, 2015, 10:21:52 am »

Doesn't the Fallout: Equestria mod have laser weapons that work?  Although, I recall the sometimes the lasers melted in to a pool instead of evaporating for some reason.

If you are wanting ideas, there is a defunct game called Space Base DF9 that worked off that basic idea.  The project died before it was released (much to the chagrin of everyone who pre-ordered), but I hear they released the source code.