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Author Topic: Fortress Mode Adventuring Dwarves  (Read 1789 times)

VABritto

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Fortress Mode Adventuring Dwarves
« on: January 27, 2020, 11:31:34 am »

Hey there, I have one more suggestion. Since Guilds are up and coming I suggest implementing something similar to fantasy guilds in Fortress Mode. It would use similar mechanics to the already existing expedition functions.

You would have an Adventurer class composed of dwarves that want to make a name for themselves and/or gain interesting artifacts. These dwarves would form a Guild called an Adventurer's Guild. In it Adventuring Dwarves would receive missions from near by (or far off) towns to resolve their problems and then they'd ask you permission to embark on their quest. Not receiving permission to do so would generate unhappy thoughts.

Being given permission, the dwarf (or group of dwarves) would grab some fighting gear, some food and booze and go out of the map towards their quest objective. If they succeed they'd come back with a report telling all they did and, hopefully, have a cool artifact to show for it. If they didn't return, a quest to find out what happened to him could be asked for, one which would be carried out with stealth so it would not be likely as deadly as the first mission. If the scout finds out what happened they'd come back with the missing dwarf rescued and/or a report of the whole incident. Could make for interesting situations.
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FantasticDorf

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Re: Fortress Mode Adventuring Dwarves
« Reply #1 on: January 27, 2020, 12:38:00 pm »

Yeah I do think your idea is solid, even if it is a bit too based in a cliche, as guilds so far seem to be industry orientated for training & stimulated W.G economies (so they churn out more goods for advmode markets/wagons/site piles)

It'd be nice if we could send other professions & adventurers out, sending some tribute back to the fortress in the adventurer's hand or as tribute as payment of a job well done with some risk of them not coming back due to unfortunate encounters. Only main concern though is that the kind of personalities you have laid out seem like that with-holding them makes it feel like they're too expensive to keep happy in the first place and likely players will just exile ones they dont want.

Being a sanctioned action for this adventurer to be (active/inactive) in whether they can move off the map or not would be handy as opposed to always being a drain on resources. Maybe shouting out things that they're requesting for what they have in mind for a 'adventurer' uniform set in the military screen.
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Shonai_Dweller

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Re: Fortress Mode Adventuring Dwarves
« Reply #2 on: January 27, 2020, 03:41:26 pm »

It's a little odd though, isn't? A bunch of Dwarves wish for death and glory and to help people in the outside world, but instead of doing so, they build a room way underground to hang out with other like minded dwarves. Kind of like the Dwarf Fortress D&D club...
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VABritto

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Re: Fortress Mode Adventuring Dwarves
« Reply #3 on: January 27, 2020, 03:47:31 pm »

Yeah I do think your idea is solid, even if it is a bit too based in a cliche, as guilds so far seem to be industry orientated for training & stimulated W.G economies (so they churn out more goods for advmode markets/wagons/site piles)

It'd be nice if we could send other professions & adventurers out, sending some tribute back to the fortress in the adventurer's hand or as tribute as payment of a job well done with some risk of them not coming back due to unfortunate encounters. Only main concern though is that the kind of personalities you have laid out seem like that with-holding them makes it feel like they're too expensive to keep happy in the first place and likely players will just exile ones they dont want.

Being a sanctioned action for this adventurer to be (active/inactive) in whether they can move off the map or not would be handy as opposed to always being a drain on resources. Maybe shouting out things that they're requesting for what they have in mind for a 'adventurer' uniform set in the military screen.

It is totally cliche. But then again, some cliche is fun lol or else people wouldn't bother copying it ad nauseum until it becomes a cliche.

I like your ideas. And I think it could make the world seem even more alive. It would make adventurers seem more part of the natural world, with you having your own group(s) that use your fortress as a base. You could even get citizenship requests from bands of Adventurers wanting to make your fortress their base of operations (the same way you get performance troupes and such).

@Shonai_Dweller, it's not that strange if you stop to think about it. People can like adventure and exploring and at the same time want to have a place to return to that isn't insane and otherworldly.
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Shonai_Dweller

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Re: Fortress Mode Adventuring Dwarves
« Reply #4 on: January 27, 2020, 05:28:58 pm »

Yeah I do think your idea is solid, even if it is a bit too based in a cliche, as guilds so far seem to be industry orientated for training & stimulated W.G economies (so they churn out more goods for advmode markets/wagons/site piles)

It'd be nice if we could send other professions & adventurers out, sending some tribute back to the fortress in the adventurer's hand or as tribute as payment of a job well done with some risk of them not coming back due to unfortunate encounters. Only main concern though is that the kind of personalities you have laid out seem like that with-holding them makes it feel like they're too expensive to keep happy in the first place and likely players will just exile ones they dont want.

Being a sanctioned action for this adventurer to be (active/inactive) in whether they can move off the map or not would be handy as opposed to always being a drain on resources. Maybe shouting out things that they're requesting for what they have in mind for a 'adventurer' uniform set in the military screen.

It is totally cliche. But then again, some cliche is fun lol or else people wouldn't bother copying it ad nauseum until it becomes a cliche.

I like your ideas. And I think it could make the world seem even more alive. It would make adventurers seem more part of the natural world, with you having your own group(s) that use your fortress as a base. You could even get citizenship requests from bands of Adventurers wanting to make your fortress their base of operations (the same way you get performance troupes and such).

@Shonai_Dweller, it's not that strange if you stop to think about it. People can like adventure and exploring and at the same time want to have a place to return to that isn't insane and otherworldly.
The tavern?
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VABritto

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Re: Fortress Mode Adventuring Dwarves
« Reply #5 on: January 27, 2020, 05:48:08 pm »

Yeah I do think your idea is solid, even if it is a bit too based in a cliche, as guilds so far seem to be industry orientated for training & stimulated W.G economies (so they churn out more goods for advmode markets/wagons/site piles)

It'd be nice if we could send other professions & adventurers out, sending some tribute back to the fortress in the adventurer's hand or as tribute as payment of a job well done with some risk of them not coming back due to unfortunate encounters. Only main concern though is that the kind of personalities you have laid out seem like that with-holding them makes it feel like they're too expensive to keep happy in the first place and likely players will just exile ones they dont want.

Being a sanctioned action for this adventurer to be (active/inactive) in whether they can move off the map or not would be handy as opposed to always being a drain on resources. Maybe shouting out things that they're requesting for what they have in mind for a 'adventurer' uniform set in the military screen.

It is totally cliche. But then again, some cliche is fun lol or else people wouldn't bother copying it ad nauseum until it becomes a cliche.

I like your ideas. And I think it could make the world seem even more alive. It would make adventurers seem more part of the natural world, with you having your own group(s) that use your fortress as a base. You could even get citizenship requests from bands of Adventurers wanting to make your fortress their base of operations (the same way you get performance troupes and such).

@Shonai_Dweller, it's not that strange if you stop to think about it. People can like adventure and exploring and at the same time want to have a place to return to that isn't insane and otherworldly.
The tavern?

That too. And having your own room and a place to put your hard earned artifacts would probably interest some. And a community to go back to. In general I think some people like the idea of having a "Shire" to return to after an interesting adventure.
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JesterHell696

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Re: Fortress Mode Adventuring Dwarves
« Reply #6 on: January 28, 2020, 12:23:20 am »

Yeah I do think your idea is solid, even if it is a bit too based in a cliche, as guilds so far seem to be industry orientated for training & stimulated W.G economies (so they churn out more goods for advmode markets/wagons/site piles)

It'd be nice if we could send other professions & adventurers out, sending some tribute back to the fortress in the adventurer's hand or as tribute as payment of a job well done with some risk of them not coming back due to unfortunate encounters. Only main concern though is that the kind of personalities you have laid out seem like that with-holding them makes it feel like they're too expensive to keep happy in the first place and likely players will just exile ones they dont want.

Being a sanctioned action for this adventurer to be (active/inactive) in whether they can move off the map or not would be handy as opposed to always being a drain on resources. Maybe shouting out things that they're requesting for what they have in mind for a 'adventurer' uniform set in the military screen.

It is totally cliche. But then again, some cliche is fun lol or else people wouldn't bother copying it ad nauseum until it becomes a cliche.

I like your ideas. And I think it could make the world seem even more alive. It would make adventurers seem more part of the natural world, with you having your own group(s) that use your fortress as a base. You could even get citizenship requests from bands of Adventurers wanting to make your fortress their base of operations (the same way you get performance troupes and such).

@Shonai_Dweller, it's not that strange if you stop to think about it. People can like adventure and exploring and at the same time want to have a place to return to that isn't insane and otherworldly.
The tavern?

That too. And having your own room and a place to put your hard earned artifacts would probably interest some. And a community to go back to. In general I think some people like the idea of having a "Shire" to return to after an interesting adventure.

Maybe a Tavern could be assigned to a guild much like how a temple is assigned to a god?

Edit: Didn't Toady say that as guild grow they request larger guild hall? to expanded upon that as guild grow they could request other zones, Taverns, Temples, Libraries etc.

Edit 2: A guilds could request things that are relevant to their profession, Metalsmiths would want a temple to the god of metals while medical personnel would want a library.
« Last Edit: January 28, 2020, 12:42:50 am by JesterHell696 »
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VABritto

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Re: Fortress Mode Adventuring Dwarves
« Reply #7 on: January 28, 2020, 07:37:35 am »

Definitely! And it would be pretty interesting if that also happened with Adventurer's Guilds
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JesterHell696

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Re: Fortress Mode Adventuring Dwarves
« Reply #8 on: January 28, 2020, 08:35:30 am »

Definitely! And it would be pretty interesting if that also happened with Adventurer's Guilds

If I understand how guilds work correctly, they form when a number of dwarves and/or residents all have the same industry profession, so farmers get one and craftdwarves get one etc.

Assuming* that you build a fort that attracts the right kind of guests and those guests become citizens then hypothetically you would get a "adventurer" guild based around the visitor profession of "warriors", which consists of mercenaries and monster hunters.

Admittedly it wouldn't be a adventurers guild in the traditional sense of them gathering in parties at the guild and venturing off but its close-ish.

Actually thinking about it, RPG adventurer guilds are somewhat mercenary in nature, they accept "quests" for reward/payment so adventurer guilds are actually a specific offshoot of mercenary companies where each squad or "party" operates independently, the company focuses on bandits, night creatures, semi-mega beasts and mega beasts while avoiding wars and military actions, so maybe they are kind of but not really included already?

If not it does seem like a relatively easy addition, possibly even easy enough to slip in during post release bug fixes, but I wouldn't bet on it given the new focus the Dev's have on the Steam release, it would have to be really easy to be considered for addition now.

Note *: to Assume is to make an ASS of U and ME, this is not a guarantee.
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

therahedwig

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Re: Fortress Mode Adventuring Dwarves
« Reply #9 on: January 28, 2020, 11:21:56 am »

The next version has mercenary groups, right, isn't that kinda this but expanded? From the fotfs it seemed that the mercenary groups are intended to become more integrated into fort mode and even replace the weapon guilds from the 2d days.
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JesterHell696

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Re: Fortress Mode Adventuring Dwarves
« Reply #10 on: January 28, 2020, 10:43:20 pm »

The next version has mercenary groups, right, isn't that kinda this but expanded? From the fotfs it seemed that the mercenary groups are intended to become more integrated into fort mode and even replace the weapon guilds from the 2d days.

Pretty much what I ended up thinking.

An Adventuring Guild is just a mercenary company that specialises in monsters and beasts where each adventurer "party" is just an independent squad of mercenaries taking "quests" or contracts from the Guild which acts like a brokerage for those wishing to hire adventurers.
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

VABritto

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Re: Fortress Mode Adventuring Dwarves
« Reply #11 on: January 28, 2020, 11:59:00 pm »

Exactly. I do not know much about programming games, but I imagine that given how most of this is already scripted into the game, it could actually be quite easy to add such a specialized type of mercenary group and call them adventurers.
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JesterHell696

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Re: Fortress Mode Adventuring Dwarves
« Reply #12 on: January 29, 2020, 02:02:56 am »

Exactly. I do not know much about programming games, but I imagine that given how most of this is already scripted into the game, it could actually be quite easy to add such a specialized type of mercenary group and call them adventurers.

I want to say that it can't be that hard to add a class/object specifically for Adventurer Guilds abut I have only hobbyist programming knowledge and no DF code knowledge so it could be lots of work.

I wonder if Guilds, Mercenary Companies and Religions could have associated RAWs enabling players to modify them to fit their personal taste? again it is hard to say without knowing more.
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"The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games." Bay 12 DF development page

"My stance is that Dwarf Fortress is first and foremost a simulation and that balance is a secondary objective that is always secondary to it being a simulation while at the same time cannot be ignored completely." -Neonivek

VABritto

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Re: Fortress Mode Adventuring Dwarves
« Reply #13 on: January 29, 2020, 08:19:17 am »

Exactly. I do not know much about programming games, but I imagine that given how most of this is already scripted into the game, it could actually be quite easy to add such a specialized type of mercenary group and call them adventurers.

I want to say that it can't be that hard to add a class/object specifically for Adventurer Guilds abut I have only hobbyist programming knowledge and no DF code knowledge so it could be lots of work.

I wonder if Guilds, Mercenary Companies and Religions could have associated RAWs enabling players to modify them to fit their personal taste? again it is hard to say without knowing more.

True. I'm study Programming at university, but not for games so I have no idea how different of an environment it is lol but I do hope Toady finds this idea interesting and it doesn't cause him too much trouble to implement. I think it would be a nice way to flesh out the world and bring a bit more fantasy to it. Like I said, Adventure Guilds are very cliche, but cliches done right are actually pretty great lol so all we can do is hope.
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Azerty

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Re: Fortress Mode Adventuring Dwarves
« Reply #14 on: January 29, 2020, 05:25:01 pm »

Player might use them to train their troops: just have dwarves sent to these guilds, let them go abroad for adventure and watch them bome back stronger in military training.
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