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Author Topic: Kingdom Mode  (Read 9205 times)

Align

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Re: Kingdom Mode
« Reply #15 on: September 13, 2008, 05:21:29 pm »

Wasn't the idea that once you went into Kingdom mode you would be able to basically make mandates for forts rather than go into fortress mode in them and do it manually?
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Neonivek

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Re: Kingdom Mode
« Reply #16 on: September 13, 2008, 05:43:03 pm »

Wow... So it doesn't even make Kingdom mode the Plural for Fortress mode...

It just makes it a PURE addon to fortress mode
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Rockphed

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Re: Kingdom Mode
« Reply #17 on: September 13, 2008, 07:01:16 pm »

I want to see Kingdom mode as something Entirely Different from fortress mode.  If I am playing my fortress, I don't want to have to worry about the rest of the kingdom, and if I am trying to control the kingdom, I don't want to have to stop every couple months to ensure that my food supplies haven't disappeared or to trade. 

On the other hand, as I get a Baron, Count, and then Duke, I want to be able to, for instance, move my Iron Mining off site, and only keep a couple miners around to dig rooms.  Or send a dozen wood cutters and wood burners down into the valley to produce Charcoal.  Every season, I would then send a wagon load of food down and it would return packed to the brim with wood, charcoal and ash.  However, that is another Suggestion altogether.
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Granite26

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Re: Kingdom Mode
« Reply #18 on: September 18, 2008, 10:20:03 am »

I want to see Kingdom mode as something Entirely Different from fortress mode.  If I am playing my fortress, I don't want to have to worry about the rest of the kingdom, and if I am trying to control the kingdom, I don't want to have to stop every couple months to ensure that my food supplies haven't disappeared or to trade. 
That's kind of how I feel.  In the long run, you are going to be worried about your kingdom, not the capitol.  Unless you are going to be zooming in to each city(fort) to make changes, you're going to need to use some sort of a fortress abstraction.

Make it a separate game entirely.  To steal Othob's idea, I'd say you get advantages that transfer across different games rather than transfers between game types

Advantage to:   Adventurer Mode         Fortress Mode            Kingdom Mode            
Playing as:
Adventurer Mode N/AClear out dangerous areasEpic quests to weaken enemy fortress
Fortress ModeCustom EquipmentN/AExpand Frontiers
Kingdom ModePlotsStabalize areasN/A

This assumes dropping and restarting all three modes.

(sorry I was gone so long.  My friend Ike came to visit.  Still don't have power back ;))

PTTG??

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Re: Kingdom Mode
« Reply #19 on: September 18, 2008, 11:05:29 am »

I always figured it a natural progression, like Spore. Smaller scale to larger scale. Perhaps it would be cool if you could jump between the "Stages" on start.

...urk.
*vomits*

Wow- that was- wow. Just wow. I had no idea comparing spore to DF would hurt that much, physically. wow. I'm not sure I'll ever recover.

Back on task:
Despite what I said above, you have a point. I definitely agree with the OP here, these should be different game modes. I like this because you could play it in any order. For example:
Start a new world, select a kingdom and control it abstractly, building fortresses and mines all over the map. Then leave that mode and start a new fortress somewhere and build it up. Then create an adventurer and send him out into the wilderness, where he builds a cabin. Then start Fortress mode and have a band of other dwarves go out into the woods to join the adventurer and build a fortress there, then start a new kingdom with this fortress as it's capital.

Considering what I know is planned, you need three modes: Adventurer - (controlling a single person/monster.) Band - (anything where you control a group of units indirectly, such as Fortress mode or Bandits or religious order or Trade Caravan.) and Nation (You control the entire world from the legends screen, influencing many groups, with small details abstracted out.)
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Scoops Novel

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Re: Kingdom Mode
« Reply #20 on: August 11, 2012, 09:53:44 am »

In my opinion, you should have the option to start from "kingdom" mode, with or without controlling your fortress/'s, or work your way up from fortress mode and have the option to continue micromanage your fort and/or key forts and/or if technically possible all the forts, with the default being your own fort, but with the potential to less directly affect other forts while the AI handles most of their work, through sending or commissioning blueprints, sending messengers, etc.
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GreatWyrmGold

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Re: Kingdom Mode
« Reply #21 on: August 11, 2012, 11:08:21 pm »

Here's one guy's idea of how Adventure and Fortress mode could eventually be intgrated, and while Toady hasn't confirmed it, it's a nice starting point.

You start as one dwarf in the Mountainhomes, or an elf in the forest retreat or a human in a town or a creeper in a cave or whatever. You can then adventure or gather a party to settle somewhere. In the latter case, you can build a fortress like FM; in the former, you adventure. If you build a fort, you can take control of an individual, and if you adventure you can go start a fort. The specifics are unimportant; the most important parts are that A. the general modes (Adventuring and Building a Fortress) are interchangeable at any time and can both be done from the start, more or less.

In such a set-up...where would Kingdom Mode fit in?
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PastequeSauvage

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Re: Kingdom Mode
« Reply #22 on: July 04, 2015, 11:28:57 pm »

This mod would be sooooooo cool :o
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Shonai_Dweller

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Re: Kingdom Mode
« Reply #23 on: July 05, 2015, 09:57:28 am »

Agree with the op here.
The goal of the game (paraphrasing) is to be a fantasy simulator in which you can take on any role you like in the world. Mercenaries, bards, merchants, geographers and so on in a far future version of 'adventurer'; fortress, jail, city, necromancer tower, dark-pit master in a future 'fortress mode', and king, duke or demon overlord in a yet to be realised crusader kings type of campaign game.
With seamless crossover between all the versions when you want to settle your adventurers, change roles, or think certain fortresses need your personal attention.
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Putnam

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Re: Kingdom Mode
« Reply #24 on: July 06, 2015, 03:21:06 am »

This mod would be sooooooo cool :o

This cannot be a mod.

Naryar

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Re: Kingdom Mode
« Reply #25 on: July 06, 2015, 03:26:44 am »

Shouldn't kingdom mode only start in Fortress Mode when you are the mountainhome ?

Salmeuk

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Re: Kingdom Mode
« Reply #26 on: July 06, 2015, 04:09:50 am »

The escaped lunatic strikes again! murderous necromancer, take your minions and begone!
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AceSV

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Re: Kingdom Mode
« Reply #27 on: July 06, 2015, 04:39:18 am »

"Kingdom Mode" is short-sighted.  If it was me, I'd have called it "Empire Mode".  Then there was this
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Naryar

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Re: Kingdom Mode
« Reply #28 on: July 06, 2015, 08:02:26 am »

"Kingdom Mode" is short-sighted.  If it was me, I'd have called it "Empire Mode".  Then there was this.

"World Conquest Mode ?"

At least that's what it's going to be for me, if Dwarf Fortress becomes a 4X sometime.

AceSV

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Re: Kingdom Mode
« Reply #29 on: July 06, 2015, 03:21:50 pm »

"Kingdom Mode" is short-sighted.  If it was me, I'd have called it "Empire Mode".  Then there was this.

"World Conquest Mode ?"

At least that's what it's going to be for me, if Dwarf Fortress becomes a 4X sometime.

Same for me, but "World Conquest" suggests that there is a goal which can be finished.  If DF goes down that road, I'd rather see something more realistic where political or economic instability (or zombies) eats away at your regime as fast as you can build it. 
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could God in fact send a kea to steal Excalibur and thereby usurp the throne of the Britons? 
Furry Fortress 3 The third saga unfurls.  Now with Ninja Frogs and Dogfish Pirates.
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