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Author Topic: Fortress Plans for next Update  (Read 3439 times)

Codyo

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Fortress Plans for next Update
« on: October 16, 2017, 01:55:59 pm »

With the new expedition/mission feature coming up. I plan on rehashing my old Spartan Program to keep only the strongest dwarves in the fortress. It used to be just having migrants brave the caverns with nothing but iron tools and water to drink. Those who survived the various dangerous beasts would be glorified as full-citizens.
Now for whenever new dwarves have "come of age" at 12 (or at 6, I'll probably mod it) I'll send the promising young adults into the wide open world to grab an important item of value and bring it back. Of course if they succeed, they'll be welcomed into the fort with open arms... if not... they're either dead from the attempt or will be banished to the caverns to prove themselves in another way.
I don't know how exactly expeditions will work yet, either I could send out bands of these youngsters or individually.
It should make a good story.

Do you guys have similar plans to use the new features coming around?

Edit: Also I will look at the personalities of the dwarves going on the expeditions and use that to judge how difficult of a quest to send them on. Cowardly dwarves will only try to take an artifact from a "weaker" historical figure and so on.
« Last Edit: October 16, 2017, 02:04:25 pm by Codyo »
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Sanctume

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Re: Fortress Plans for next Update
« Reply #1 on: October 16, 2017, 02:24:16 pm »

I plan to gen a world with many civs. 

I will even make humans and elves playable.

Then embark on a civ, "start scumming" until I find a perfect founder with the following likes:
Breastplate
Mail Shirt
Greaves
Helm
Gauntlets x2 (optional)
High Boots x2 (optional)

Human or Elf: Shield
Elf: Crossbow?
Human weapon: Sword or Spear.
Dwarf Axe or Hammer.

I will embark to stack odds of the choses to make an artifact. 

Upon which, I will retire; and then embark on a new site until another artifact is complete. 

Once there is an available set, I will embark with a kobold civ and steal all the artifacts waging war to all.

Fleeting Frames

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Re: Fortress Plans for next Update
« Reply #2 on: October 16, 2017, 06:09:07 pm »

Pfft.

Though, I've never seen a single dwarf with 10 different item preferences or multiplies of 1 item preference. Did you mean founders?

TubaDragoness

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Re: Fortress Plans for next Update
« Reply #3 on: October 16, 2017, 06:52:33 pm »

I think the plan is for multiple sites, each with one item from the list. To steal all the artifacts would certainly result in a world war- or rather a world dogpile. Poor kobolds, the armor couldn't even equip a champion to defend them.
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Sanctume

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Re: Fortress Plans for next Update
« Reply #4 on: October 16, 2017, 09:38:00 pm »

I think the plan is for multiple sites, each with one item from the list. To steal all the artifacts would certainly result in a world war- or rather a world dogpile. Poor kobolds, the armor couldn't even equip a champion to defend them.

Pfft.

Though, I've never seen a single dwarf with 10 different item preferences or multiplies of 1 item preference. Did you mean founders?

Kobolds will have caves and poison traps.  They can pretty much turtle and win by non-combat means.  Depending if they can make raising bridges and mechanisms.

Or, what if steal from civ 1, and give/offer to civ 2, and let civ 1 and civ 2 fight it out. 

All theory, but it will create a nice quest like goals for adventure  mode. 

KittyTac

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Re: Fortress Plans for next Update
« Reply #5 on: October 16, 2017, 09:39:21 pm »

Kobold raiding party :D
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Cathar

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Re: Fortress Plans for next Update
« Reply #6 on: October 16, 2017, 09:48:52 pm »

Oh don't forget that unless modded in, only dwarfs can create artefacts O:
The other races never mood.

KittyTac

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Re: Fortress Plans for next Update
« Reply #7 on: October 16, 2017, 10:00:42 pm »

Oh don't forget that unless modded in, only dwarfs can create artefacts O:
The other races never mood.

And of course, modding everyone but kobolds to mood.
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StarWars1981

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Re: Fortress Plans for next Update
« Reply #8 on: October 16, 2017, 11:01:34 pm »

Use the Dwarves, create lots of artifacts. Chairs, tables, floodgates, iron scepters, whatever else. Then, make adventurers from kobolds, elves, and goblins, all the civs.

Steal lots of artifacts.

Copy world.

Build fort for the Dwarves, steal things back and make enemies etc. Fight endless global wars with your meatgrinder fortress, producing peasants for the slaughter and slaughtering peasants with the elites.

Then use an adventurer, or legends mode, to watch the chaos unfold in the copied world. Double the fun! Bonus points for intervening to keep all the factions alive and healthy, or just pick a side and fight it out. OR Outlaw Bonus Points lol steal ALL the artifacts FROM THE THIEF ADVENTURERS you made ... and become the Most Hated Dwarf/Elf/Goblin/Man/Woman/Animalcreature/Werebeast/Giant Sponge that has EVER existed!
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Fleeting Frames

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Re: Fortress Plans for next Update
« Reply #9 on: October 17, 2017, 12:15:51 am »

Most hated...Or most desireable?

Zuglarkun

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Re: Fortress Plans for next Update
« Reply #10 on: October 17, 2017, 12:53:07 am »

Step 0: Mod game to enable dragons to be able to be sent on expeditions.

Step 1: Capture dragons.
Step 2: Breed dragons.
Step 3: Send dwarfs with pet dragons on expeditions to take back items stolen from dwarf civilization.
Step 4: Make dragon hoard with items accumulated from expeditions.
Step 5: Experiment with dragon fire defenses.
Step 6: Breach the circus, with dragons or without.
Step 7: Make dragon temple in circus.
Step 8: Place dragons and dragon hoard in dragon temple in the circus.
Step 9: Defend dragon hoard from all !!comers!!
Step 10: Decide if I want to make a community fort out of exploits.
Step 11: Give up because of lack of ideas and start a new embark.

Sanctume

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Re: Fortress Plans for next Update
« Reply #11 on: October 17, 2017, 02:15:37 am »

Breadbowl 2: Chef Expeditions In Search of Artifact Recipes.

Staalo

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Re: Fortress Plans for next Update
« Reply #12 on: October 17, 2017, 02:43:44 am »

With the new expedition/mission feature coming up. I plan on rehashing my old Spartan Program to keep only the strongest dwarves in the fortress. It used to be just having migrants brave the caverns with nothing but iron tools and water to drink. Those who survived the various dangerous beasts would be glorified as full-citizens.
Now for whenever new dwarves have "come of age" at 12 (or at 6, I'll probably mod it) I'll send the promising young adults into the wide open world to grab an important item of value and bring it back.

Ah, that looks like a good reason to do Dwarven Child Care again. I think I'll send all boarding school graduates out to wreak havoc in neighbouring civilizations as their final exam.
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Derro

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Re: Fortress Plans for next Update
« Reply #13 on: October 17, 2017, 05:47:31 am »

Step 0: Mod game to enable dragons to be able to be sent on expeditions.

Step 1: Capture dragons.
Step 2: Breed dragons.
Step 3: Send dwarfs with pet dragons on expeditions to take back items stolen from dwarf civilization.
Step 4: Make dragon hoard with items accumulated from expeditions.
Step 5: Experiment with dragon fire defenses.
Step 6: Breach the circus, with dragons or without.
Step 7: Make dragon temple in circus.
Step 8: Place dragons and dragon hoard in dragon temple in the circus.
Step 9: Defend dragon hoard from all !!comers!!
Step 10: Decide if I want to make a community fort out of exploits.
Step 11: Give up because of lack of ideas and start a new embark.

Apparently you'll be able to have dogs accompany you, so perhaps tamed dragons can be taken, too.
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Jazz Cat

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Re: Fortress Plans for next Update
« Reply #14 on: October 17, 2017, 04:16:10 pm »

Quote
Kobolds will have caves and poison traps.

Modded-in poison traps? Do you happen to have the raws for those?
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Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.
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