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Author Topic: Explore regions in Dwarf Fortress.  (Read 2452 times)

Luckyowl

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Explore regions in Dwarf Fortress.
« on: August 13, 2020, 10:17:27 pm »


it would work by going into the world map and hover over the region you want to explore than you select  create mission and a new option to explore region will show. You select it and tell the party how many days they are to explore that region. You then are given more specific goal for the party, like cut down wood, hunt animals, gather fruits, or scout the area. Scout the area includes revealing lairs, bandit camps, shrines, and vaults. gathering fruits, hunt animals, and cut down wood, will operate the same within your sight. However you might require a tame animal that can carry stuff like wooden logs, or butcher animal parts.

Exploring a region should have a random encounter system, where your dwarves will have a chance to get ambushed by any night creature, werebeast, titans, or bandits. A way to lessen these encounter would be to have dwarves with good sneaking skills.

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Shonai_Dweller

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Re: Explore regions in Dwarf Fortress.
« Reply #1 on: August 13, 2020, 10:56:05 pm »

Bandit camps and so on are already on the map. Beasts don't exist at random. They're either there or not.

Other than that, yes additional missions would be nice. And a chance to encounter other things would be good. Even on raid missions. Right now it just ignores the creatures in between your goal and your fortress.

Hopefully once the map rewrite is done you can send them through the caverns too.
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Pillbo

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Re: Explore regions in Dwarf Fortress.
« Reply #2 on: August 14, 2020, 03:06:11 pm »

Beasts don't exist at random. They're either there or not.

Other than that, yes additional missions would be nice. And a chance to encounter other things would be good. Even on raid missions. Right now it just ignores the creatures in between your goal and your fortress.

When your squads are traveling on missions is the game actively simulating all beasts specific movements and location in the world map they travel through? I would assume not because it seems like an easy thing to leave out of the computing. 

A smart "random" encounter may be an effective way to make beasts relevant in these situations without bogging the game down too much. Similar to how battles are simplified on missions. The game knows what beasts/bandits/armies/whatever are in some area and give a chance that your squads encounters them when they are in the same area. Stealth checks could lower chance of running into anything.
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Shonai_Dweller

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Re: Explore regions in Dwarf Fortress.
« Reply #3 on: August 14, 2020, 06:41:43 pm »

Beasts don't exist at random. They're either there or not.

Other than that, yes additional missions would be nice. And a chance to encounter other things would be good. Even on raid missions. Right now it just ignores the creatures in between your goal and your fortress.

When your squads are traveling on missions is the game actively simulating all beasts specific movements and location in the world map they travel through? I would assume not because it seems like an easy thing to leave out of the computing. 

A smart "random" encounter may be an effective way to make beasts relevant in these situations without bogging the game down too much. Similar to how battles are simplified on missions. The game knows what beasts/bandits/armies/whatever are in some area and give a chance that your squads encounters them when they are in the same area. Stealth checks could lower chance of running into anything.
All armies, bandits, named beasts and so on are tracked by the game. It's kind of the point of a living world. They move about on the map, you can see them in Adventurer (and in Fortress if you do something with Dfhack probably).

Some like Forgotten Beasts (and merchants) aren't being tracked (Toady made a short list of the remaining ones a while ago). They will be after the map rewrite (needs to solve problems with underground movement tracking, etc).

Random encounters could be drawn from the animal populations of course.
« Last Edit: August 14, 2020, 06:44:34 pm by Shonai_Dweller »
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Pillbo

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Re: Explore regions in Dwarf Fortress.
« Reply #4 on: August 14, 2020, 07:25:40 pm »

Being tracked in the game doesn't mean the game has continuously updating xyz coordinates for each individual at every moment. It likely is much more abstract than that, Toady says all the time that in fort mode things don't work the same as adventure mode.
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Shonai_Dweller

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Re: Explore regions in Dwarf Fortress.
« Reply #5 on: August 14, 2020, 09:18:01 pm »

Being tracked in the game doesn't mean the game has continuously updating xyz coordinates for each individual at every moment. It likely is much more abstract than that, Toady says all the time that in fort mode things don't work the same as adventure mode.
It's a lot less than you might think, most hist-figs don't move anywhere. And the vast majority which do move, move in groups (armies) on the map. Way too fast right now, but they are, actually , moving on the map (except the ones I mentioned earlier like merchants and FBs, etc).

Abstract populations are, obviously, abstracted.
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