Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: controlling a dwarf in fortress mode  (Read 3489 times)

fonzacus

  • Bay Watcher
    • View Profile
controlling a dwarf in fortress mode
« on: August 06, 2016, 01:02:57 pm »

dont think ive seen this yet.

if gods, ghosts, goblins and other giggitys exist, why not a dwarf you can command like in adventure mode? this dwarf does the job of any normal dwarf, then at a tap of a key, it turns into a fortress mode like game. they start at basic attributes you can raise over time with skill and stuff. you can recruit (they will never reject? a bit OPd?) and have a merry adventure in your embark region. the dwarf is ageless, but can be killed/diededed.

it sounds like a rework of the entire game, and IMO i think the game was meant to have something like this implemented some time in the future.

thoughts?
Logged

PrimusRibbus

  • Bay Watcher
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #1 on: August 06, 2016, 02:55:11 pm »

dont think ive seen this yet.

if gods, ghosts, goblins and other giggitys exist, why not a dwarf you can command like in adventure mode? this dwarf does the job of any normal dwarf, then at a tap of a key, it turns into a fortress mode like game. they start at basic attributes you can raise over time with skill and stuff. you can recruit (they will never reject? a bit OPd?) and have a merry adventure in your embark region. the dwarf is ageless, but can be killed/diededed.

it sounds like a rework of the entire game, and IMO i think the game was meant to have something like this implemented some time in the future.

thoughts?

Personally, I'd settle for just being able to control a military dwarf adventure mode style during a siege.
Logged
grammar is for essays and letters and second FREEDOM TO POST except obscene material
THE ONLY THING THAT'S GONNA GRIND IN THIS GAME IS YOUR ASS ON THE PAVEMENT

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #2 on: August 06, 2016, 02:59:15 pm »

dont think ive seen this yet.

if gods, ghosts, goblins and other giggitys exist, why not a dwarf you can command like in adventure mode? this dwarf does the job of any normal dwarf, then at a tap of a key, it turns into a fortress mode like game. they start at basic attributes you can raise over time with skill and stuff. you can recruit (they will never reject? a bit OPd?) and have a merry adventure in your embark region. the dwarf is ageless, but can be killed/diededed.

it sounds like a rework of the entire game, and IMO i think the game was meant to have something like this implemented some time in the future.

thoughts?

Personally, I'd settle for just being able to control a military dwarf adventure mode style during a siege.

controlling a single dwarf in fort mode is impossible.
Controlling one in adventure mode isnt so much impossible are admittedly hard to ensure you get the bang for your buck.  Were talking about what might as well be a custom skirmish creator
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #3 on: August 06, 2016, 09:30:38 pm »

the dwarf is ageless, but can be killed/diededed.
That doesn't really fit the game. Why is the dwarf immortal? Sounds like an elf to me...

AFAIK, the plan is that we'll be in control of the fort's government. Maybe we'll be able to directly control the militia captain. Nobles might allow for more indirect control, such as creating laws and treaties.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

fonzacus

  • Bay Watcher
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #4 on: August 07, 2016, 12:20:09 am »

this is kind of a discussion. i do see us being able to control a dwarf sometime in the future. it could be a dwarf version of you (like an 'overseer' type), or a 'divine intervention' where you can choose to control a single unit to make adjustments (like you need precision your drunk dwarves cant do, *cough* reservoir *cough*). politics wise you could be a peasant with the peoples support and topple random mandates, reject beatings and so on would be nice. 'divine justice' = no punishment?

as for controlling a single dwarf (overseer), i feel a bit too attached so losing a single dwarf hurts. id like to imagine the player as a part of the embark team instead of just watching from the clouds. being able to autopilot (default fortress mode) and taking control (adventure mode turn based) when you take over. 'possessing' a dwarf could work as well IMO. pushing a person down a well seems more satisfying to me rather than using tricks and traps.

an ageless dwarf could fit the overseer type, but i personally rarely have people die of old age. most of my fortresses die before hitting our 10th anniversary.
Logged

Dozebôm Lolumzalìs

  • Bay Watcher
  • what even is truth
    • View Profile
    • test
Re: controlling a dwarf in fortress mode
« Reply #5 on: August 07, 2016, 07:00:52 pm »

Masterwork mod. Hermit player race.

Nothing else to be said.
Logged
Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Arthropleura

  • Bay Watcher
  • Elven Historian
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #6 on: August 09, 2016, 06:51:22 am »

Masterwork mod. Hermit player race.

Nothing else to be said.

Doesn't give the player direct total control over the dwarf, which is what the OP was suggesting. What the OP is suggesting however is already a long term goal sort of. We're already seeing adventurer sites, toady has mentioned some way of speeding up time in adventurer mode and being the lord aka overseer of sites is already a thing. Mash 'em together and you get a disjointed mess. AKA your typical dwarf fort.
Logged
We are currently three turns in, and the main hall is coated in blood, intestines and random corpses. There's a huge pile of 3000 items made of human body parts in a corner and remaining members of the staff of the museum are, as I type this, being slowly choked to death by one of our adventurers.

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #7 on: August 11, 2016, 11:53:52 am »

It's not that it wouldn't be possible, but Toady doesn't want to do it. 

He's specifically stated that he doesn't want to give the player direct control over dwarves in Fortress Mode, and that he wants to constantly reinforce that the dwarves have their own autonomy.  You are supposed to just be a zeitgeist controlling the aggregated powers of the fortress's government (basically, you are the nobles), rather than an individual or a demigod.

Giving the player the chance to inhabit a dwarf, invalidate their own whims to follow yours, then switch seemlessly back directly opposes that idea.  (Although the retirement stuff that's in the game now does partially accomplish this idea, at least it has a large segregation of playmodes and a clear separation of time between them.)
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

GoblinCookie

  • Bay Watcher
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #8 on: August 11, 2016, 03:10:55 pm »

What is the point of fortress mode if it is becomes adventure mode? 
Logged

Arthropleura

  • Bay Watcher
  • Elven Historian
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #9 on: August 11, 2016, 08:40:53 pm »

Personally, I think the OP has it backwards here. Rather than taking control of a dwarf in fortress mode, I think you should be able to take control of a fortress in adventure mode.

Being able to possess any citizen at any time is just silly. And would just promote micromanagement to keep your citizens from doing !!FUN!! things. But if you tied the overseership to your adventurer and were able to swap between the two at will, that could add something to gameplay. You could handle those tricky tasks yourself at the risk of losing control of the fortress, give the wounded water then personally punch Urist McLazypants in the face. Or just head on over to the tavern and get shitfaced with your dwarves.

But that's just my opinion.
Logged
We are currently three turns in, and the main hall is coated in blood, intestines and random corpses. There's a huge pile of 3000 items made of human body parts in a corner and remaining members of the staff of the museum are, as I type this, being slowly choked to death by one of our adventurers.

fonzacus

  • Bay Watcher
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #10 on: August 12, 2016, 12:39:32 am »

having recently tried retiring a fortress and visiting it again in adventure mode, the game does provide a hint of what might come. it is true as i sort of want to 'take control of a fortress in adventure mode', but still be able to build in fortress mode. the reason why i want to be able to switch back and forth seamlessly is to speed up the build process. having to sit there while you infinitely press the period button so they get their jobs done. wouldnt it be nicer if you could reautomate the dwarf AKA using a key to unpossess the dwarf, and have fortress mode space pause/resume?

a wise man once said: never send a monkey to do a mans job. having many 'you just walled yourself off' scenario, being able to accurately do what is needed may help some of the more casual players. i like to play DF for its building aspects, and not for most other !!FUN!! things like surviving against impossible odds. the usual 'siege is here, station guys --- nah, im on a break' thing gets me (thank armok for DFhacks siren).

this does have 2 effects though. it helps more casual players play, while increasing management for a time. id like to see where 'taking control of the government' might lead us to, it might realize a part of this suggestion.
Logged

Arthropleura

  • Bay Watcher
  • Elven Historian
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #11 on: August 12, 2016, 02:38:36 am »

having recently tried retiring a fortress and visiting it again in adventure mode, the game does provide a hint of what might come. it is true as i sort of want to 'take control of a fortress in adventure mode', but still be able to build in fortress mode. the reason why i want to be able to switch back and forth seamlessly is to speed up the build process. having to sit there while you infinitely press the period button so they get their jobs done. wouldnt it be nicer if you could reautomate the dwarf AKA using a key to unpossess the dwarf, and have fortress mode space pause/resume?

a wise man once said: never send a monkey to do a mans job. having many 'you just walled yourself off' scenario, being able to accurately do what is needed may help some of the more casual players. i like to play DF for its building aspects, and not for most other !!FUN!! things like surviving against impossible odds. the usual 'siege is here, station guys --- nah, im on a break' thing gets me (thank armok for DFhacks siren).

this does have 2 effects though. it helps more casual players play, while increasing management for a time. id like to see where 'taking control of the government' might lead us to, it might realize a part of this suggestion.

Toady mentioned somewhere putting something in to speed up time in adventure mode I think. And as adventurer building was just put in, we're starting to see the very first signs of a blending of the two modes.

As for the !!FUN!!, that stuff happens to NPC sites as well. The main reason we see it more in player sites is that players are more proactive, we don't have politics, wars, or any of the thing NPC have to distract them from focusing on wealth. So we focus on making crap and having lots of crap attracts fun. Moods don't help keep the fun away either.
Logged
We are currently three turns in, and the main hall is coated in blood, intestines and random corpses. There's a huge pile of 3000 items made of human body parts in a corner and remaining members of the staff of the museum are, as I type this, being slowly choked to death by one of our adventurers.

fonzacus

  • Bay Watcher
    • View Profile
Re: controlling a dwarf in fortress mode
« Reply #12 on: August 12, 2016, 05:20:10 am »

can i have the links please? it sounds interesting. who knows it might be like 1 of those games where you send X amount of people off your map, then hope for the best. war efforts might be fun too. then when your party returns you get some rewards and corpses.
Logged