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Author Topic: Related to "retire fortress"  (Read 3944 times)

Erk

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Related to "retire fortress"
« on: June 22, 2008, 09:11:35 pm »

I love the idea of retiring the fortress, allowing it to continue existing so that adventurers can visit it. I am sure that will be part of the game eventually.

I had some other ideas that would be great fun, though, for both adventure mode and reclaim.

1) Curse Fortress
Areas around the fortress entrance become Haunted, and all dwarves and animals in the fortress become Zombie/Skeletal. Otherwise the same as Abandoning the fort, or perhaps more like Retire in that items would not get scattered?
--As a bonus it would be nice if there were more types of undead, so that legendary dwarves could become Vampires or Wights or some other more powerful beasty
--As an even bigger bonus it would rock if some dwarf zombies continued attempting to carry out the jobs they did in life: fisher zombies pulling rotten turtles from a brackish pond, skeletal hunters clattering through the whispering trees. Wee!
--In this option, the transformation woudl be literal (Urist Stonepanties would literally have become an undead), and should be referenced in legends.

2) Caveify fortress
Same as abandon fortress, but the fortress is also filled with random chasm, magma tube, and subterranean river dwellers.

3) Dungeonify Fortress
All items remain where they were placed. animals become feral versions of themselves, but remain in cages and chains if they were there before.
-Dwarves are transformed into random monsters based on their experience level, more powerful dwarves becoming more powerful monsters and legendary dwarves possibly becoming megabeasts or demons. Or perhaps nobles become demons, since that is not much of a change anyway. If they were chained or in cages, of course, they remain so. Ideally the monsters should have the dwarf's equipment on and be able to use it: dunno if this means changing the equipment's size automatically to suit the monster, or just cheating and letting a minotaur wear a dwarf-sized Adamantium Chain mail.
-Coupled with adventurer traps, this lets a fortress be designed as a dungeon, right down to what level of monster is defending a particular treasure. Would anyone else spend as much time with this tool as me?
-In this option the transformation would be symbolic: Urist Steelbra would not have become a bronze colossus, she'd merely have been replaced with one. Legends would describe the fortress as having been overrun by a dark power or some such.
« Last Edit: June 22, 2008, 09:16:51 pm by Erk »
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Erk

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Re: Related to "retire fortress"
« Reply #1 on: June 23, 2008, 09:19:59 pm »

I hate self-bumping, but over 24 hours and no reply seems like fair game... doesn't anyone have a comment, not even "meh"?
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Duke 2.0

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Re: Related to "retire fortress"
« Reply #2 on: June 23, 2008, 09:26:31 pm »


 I like it.

 Reclaiming would be insane. 70+ dwarves vs monster versions of themselves?! That would be a new gameplay mechanic in itself.
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Willfor

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Re: Related to "retire fortress"
« Reply #3 on: June 23, 2008, 09:31:25 pm »

I would rather these things come about from natural things happening in the game. Say one of your Dwarves gets an extremely rare fell mood, and turns himself into a necromancer, and if you fail to stop him he zombifies your fort and turns it into his own private fortress. (Could also happen to other sites)

Or you interact too much with your chasm, and it expands slowly over time until it finally sends one final invasion wave that takes over your fortress. (Could also happen to other sites)

Or you decide to abandon a fortress with an evil mayor/noble who decides to come back with some baddies in a few years. (Could also happen to other sites)
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Erk

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Re: Related to "retire fortress"
« Reply #4 on: June 23, 2008, 09:34:15 pm »

I would rather these things come about from natural things happening in the game. Say one of your Dwarves gets an extremely rare fell mood, and turns himself into a necromancer, and if you fail to stop him he zombifies your fort and turns it into his own private fortress. (Could also happen to other sites)

Or you interact too much with your chasm, and it expands slowly over time until it finally sends one final invasion wave that takes over your fortress. (Could also happen to other sites)

Or you decide to abandon a fortress with an evil mayor/noble who decides to come back with some baddies in a few years. (Could also happen to other sites)
That would be pretty wicked too, but I see those as long-term development versions of the options I have suggested, which could be temporary ways of accomplishing the same goal.

The only disadvantage to having this happen organically is you'd not be able to specifically engineer the fortress to be mean to adventurers. If the zombification happens against your control, because of a fell mood necromancer or some such, you can't ensure that particular dwarves are zombified, say, behind that locked trapped door and guarding the adamantium armour. You know what I mean?
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Willfor

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Re: Related to "retire fortress"
« Reply #5 on: June 23, 2008, 09:41:29 pm »

Yeah, though I am not really sure if it's a problem. It doesn't exactly line up with our expectations of a dungeon, however at the same time, are our expectations what is really for the best? There are certain disadvantages in terms of it not letting us have the experience we want, but it advantages the game in a way that fits what the game is going for.

If only the AI could plan defences on its own, we could have our cake, and eat it too over the rotting corpses of the zombies we just hacked down. :(
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Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
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Balistora

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Re: Related to "retire fortress"
« Reply #6 on: June 24, 2008, 02:47:56 am »

This would be sick.

If only i was interested in reclaiming fortress'...
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Erk

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Re: Related to "retire fortress"
« Reply #7 on: June 24, 2008, 03:59:03 am »

This would be sick.

If only i was interested in reclaiming fortress'...
Wouldn't you be if it was a deviously designed fortress that another user had built for you to try reclaiming? I think exchanging Brutally Difficult to Reclaim fortresses could become quite a hobby.
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Maggarg - Eater of chicke

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Re: Related to "retire fortress"
« Reply #8 on: June 24, 2008, 09:36:26 am »

Making a Fortress of Ultimate Darkness then populating it with legendary dwarves to turn into nasty beasties sounds attractive.
Actually, has anyone seen Time Bandits?
That's where I got the idea from.
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Draco18s

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Re: Related to "retire fortress"
« Reply #9 on: June 24, 2008, 12:46:16 pm »

Making a Fortress of Ultimate Darkness then populating it with legendary dwarves to turn into nasty beasties sounds attractive.
Actually, has anyone seen Time Bandits?
That's where I got the idea from.

Time Bandits is nucking futs.
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Okenido

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Re: Related to "retire fortress"
« Reply #10 on: June 25, 2008, 12:57:43 am »

To me all of those sound a little to instant and would work better if it produced over time.
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Lazer Bomb

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Re: Related to "retire fortress"
« Reply #11 on: June 25, 2008, 04:27:50 pm »

To me all of those sound a little to instant and would work better if it produced over time.

How would they happen over time? The second one could, slowly random magma could appear, but how would some dwarves get turned into monsters and others not as in the last example?
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Granite26

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Re: Related to "retire fortress"
« Reply #12 on: June 26, 2008, 08:33:54 am »


How would they happen over time? The second one could, slowly random magma could appear, but how would some dwarves get turned into monsters and others not as in the last example?

Losing is Fun!!!  The game already tracks what monsters have overrun your fort (I haven't actually lost yet, so I'm not sure how well that works)

But it seems to me that this could work in the future by:

A: Dwarven actions affect the surrounding biome:  Particularly a lot of dwarves dying in horrible ways (burned alive, gibbed, etc) could push the biome towards terrifying, and in a terrifying biome the dwarves come back as undead in adventure mode.

B: Similarly, a fortress which devolves into insanity might eventually be taken over by the king mad dwarf.

C: Invaded by monsters (Gobbos? or Megabeasts?) They make their home there.  (Already happens, I believe.)  Hopefully at some point they'll make their way into the quests (Refugees give a kill the leader quest, which makes reclaiming easier, or someat)

Anyway, a lot of this relies on the game giving you the right option when you fail.

Maggarg - Eater of chicke

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Re: Related to "retire fortress"
« Reply #13 on: June 26, 2008, 01:42:14 pm »

Making a Fortress of Ultimate Darkness then populating it with legendary dwarves to turn into nasty beasties sounds attractive.
Actually, has anyone seen Time Bandits?
That's where I got the idea from.

Time Bandits is nucking futs.
Terry Gilliam was involved, of course it is.
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Dwarf Fanatic

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Re: Related to "retire fortress"
« Reply #14 on: June 26, 2008, 02:29:06 pm »

I love the idea of retiring the fortress, allowing it to continue existing so that adventurers can visit it. I am sure that will be part of the game eventually.

I had some other ideas that would be great fun, though, for both adventure mode and reclaim.

1) Curse Fortress
Areas around the fortress entrance become Haunted, and all dwarves and animals in the fortress become Zombie/Skeletal. Otherwise the same as Abandoning the fort, or perhaps more like Retire in that items would not get scattered?
--As a bonus it would be nice if there were more types of undead, so that legendary dwarves could become Vampires or Wights or some other more powerful beasty
--As an even bigger bonus it would rock if some dwarf zombies continued attempting to carry out the jobs they did in life: fisher zombies pulling rotten turtles from a brackish pond, skeletal hunters clattering through the whispering trees. Wee!
--In this option, the transformation woudl be literal (Urist Stonepanties would literally have become an undead), and should be referenced in legends.

2) Caveify fortress
Same as abandon fortress, but the fortress is also filled with random chasm, magma tube, and subterranean river dwellers.

3) Dungeonify Fortress
All items remain where they were placed. animals become feral versions of themselves, but remain in cages and chains if they were there before.
-Dwarves are transformed into random monsters based on their experience level, more powerful dwarves becoming more powerful monsters and legendary dwarves possibly becoming megabeasts or demons. Or perhaps nobles become demons, since that is not much of a change anyway. If they were chained or in cages, of course, they remain so. Ideally the monsters should have the dwarf's equipment on and be able to use it: dunno if this means changing the equipment's size automatically to suit the monster, or just cheating and letting a minotaur wear a dwarf-sized Adamantium Chain mail.
-Coupled with adventurer traps, this lets a fortress be designed as a dungeon, right down to what level of monster is defending a particular treasure. Would anyone else spend as much time with this tool as me?
-In this option the transformation would be symbolic: Urist Steelbra would not have become a bronze colossus, she'd merely have been replaced with one. Legends would describe the fortress as having been overrun by a dark power or some such.

WRONG! Have it that a weilder of magic casted a morphing spell, causing them to turn/change.
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