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Author Topic: 'Winning'  (Read 3416 times)

Fualkner

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Re: 'Winning'
« Reply #15 on: June 12, 2008, 11:45:00 am »

I think that retiring a fort is great. I'd like to visit my own fortresses, especially ones that I've captured megabeasts in. Open up those cages, defeat monsters, or just get to a safe vantage point   :D  It would be more fun then visiting a burned out husk of a fort. I'd like to take on my legendary axedwarf bridgade with the army of drunks I got from across the world.
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Dadamh

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Re: 'Winning'
« Reply #16 on: June 12, 2008, 11:49:00 am »

Retiring doesn't necessarily mean "Let the program keep building and advancing my fort".

That's impossible.  All AI  is stupid, to be honest.

What it could mean is basically "Abandon", but going back to the fort means it's like a mountainhome, or a human town now.

Instead of having piles of random garbage thrown everywhere and Troglydytes suddenly appearing inside, it could just be DWARFTOWN#23.

It's less depressing than seeing your prized fort that you just 'got finished with' being a complete wreck because you left for a few seasons.

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Fualkner

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Re: 'Winning'
« Reply #17 on: June 12, 2008, 11:54:00 am »

I know. AI obviously can't do the same things people can, and that's precisely why we should be able to build forts that live on like human towns. AI towns all suck, with the slight exception of human towns. We need more landmarks!
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Makuus

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Re: 'Winning'
« Reply #18 on: June 12, 2008, 12:05:00 pm »

This would work so well with my latest idea. After having a mega-session of alternating DF and Dungeoncrawlers my insane idea was to make a DF structure that looks like its from Nethack or something similar. My problem is that items are scattered and animals in cages get killed. If this was implemented then I would use a load of pressure plates, link them up to cages and visit with my adventurer for some retro style gaming.
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Dadamh

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Re: 'Winning'
« Reply #19 on: June 12, 2008, 12:21:00 pm »

quote:
Originally posted by Makuus:
<STRONG>This would work so well with my latest idea. After having a mega-session of alternating DF and Dungeoncrawlers my insane idea was to make a DF structure that looks like its from Nethack or something similar. My problem is that items are scattered and animals in cages get killed. If this was implemented then I would use a load of pressure plates, link them up to cages and visit with my adventurer for some retro style gaming.</STRONG>


Since when does Nethack have anything that looks planned at all?  I'd say random items flung everywhere is pretty accurate.

You can't set up traps like you are talking about with abandon, but you can have a level tied to all the cages and pull it right before abandoning.  Then at least some of the monsters will still be there when you come back.

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Makuus

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Re: 'Winning'
« Reply #20 on: June 12, 2008, 12:26:00 pm »

quote:
Originally posted by Dadamh:
<STRONG>


Since when does Nethack have anything that looks planned at all?  I'd say random items flung everywhere is pretty accurate.

You can't set up traps like you are talking about with abandon, but you can have a level tied to all the cages and pull it right before abandoning.  Then at least some of the monsters will still be there when you come back.</STRONG>


Do items even stay on the same z-level? What do you guys think of my idea?

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Dadamh

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Re: 'Winning'
« Reply #21 on: June 12, 2008, 12:29:00 pm »

quote:
Originally posted by Makuus:
<STRONG>

Do items even stay on the same z-level? What do you guys think of my idea?</STRONG>


I think the idea has merit.  Particularly if you get some like-minded folks to trade the saves around and play one another's death trap fortresses.

To answer the other question, no.

Items go all hell and high water.    No rhyme or reason.  Barrels of beer outside as well as all the stone all over everywhere.

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Techhead

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Re: 'Winning'
« Reply #22 on: June 12, 2008, 01:57:00 pm »

It would be extremely nice to be able to revisit the fortress as a town in adventurer mode.
Or to go all imperialistic and expand your civilization's empire across the world.
You can't really go around building great cities one at a time, because the last city's downfall is a prerequisite to the new city's founding.
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It's like you're all trying to outdo each other in sheer useless pedantry.

Jamuk

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Re: 'Winning'
« Reply #23 on: June 12, 2008, 02:15:00 pm »

Actually, a fortress could survive fairly well if you don't screw anything up, I mean if you set their jobs they can make their own food and eat it indefinitely, sure the population won't grow higher, but it would stay even.
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Belteshazzar

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Re: 'Winning'
« Reply #24 on: June 12, 2008, 02:18:00 pm »

AI is quite so stupid but it only does what we tell it to. as of now there arn't very many requirements being demanded of our npcs.
I am sure it would be possible to let AI's build their own settlements and produce goods but it would be alot easier and prettier to design interconnecting parts of forts and let the AI just click it together like a lego set.. Perhaps a few room designs with workshops, hallways, ,bedrooms, ect,
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Dwarf Fanatic

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Re: 'Winning'
« Reply #25 on: June 12, 2008, 08:59:00 pm »

What I really wish is to use my 50 marksdwarf and 100 Axdwarf army to take seige other AI outposts close to me, start a revolution from the first civilization, manage 7 or 8 great cities as I spar with Elven spellcasters, Human Knights and de mons of hell as I conquer the world before flooding it all due to a mismanaged lever. (Yes, my army is purely triple-ledgendary)
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Wild Goose

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Re: 'Winning'
« Reply #26 on: June 13, 2008, 03:09:00 am »

quote:
Originally posted by Techhead:
<STRONG>It would be extremely nice to be able to revisit the fortress as a town in adventurer mode.
Or to go all imperialistic and expand your civilization's empire across the world.
You can't really go around building great cities one at a time, because the last city's downfall is a prerequisite to the new city's founding.</STRONG>

Hmm...Dwarves are refugees!  After the first few, they're not 'settlers from the mountain home' they're fleeing the burning wreck of the last fortress...

Or maybe it's on purpose.  They build up a fortress, then decide they get bored, and burn the place and leave to found a new one.  In the carnage, only seven will survive.

A Dwarven WAUGH! perhaps?

[ June 13, 2008: Message edited by: Wild Goose ]

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Gorjo MacGrymm

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Re: 'Winning'
« Reply #27 on: June 13, 2008, 05:04:00 pm »

WAAAAAUUUUUUUUUUUUGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHH!

sorry, had to do it.

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Lyrax

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Re: 'Winning'
« Reply #28 on: June 14, 2008, 12:44:00 am »

I like the idea of having some "victory" conditions, and maybe a lot of different "victory" conditions based on factors like number of enemies slain, amount of wealth generated, wealth imported/exported, nobility, special features, and hidden fun stuff.

As long as it doesn't take you to a screen that says "Congratulations, you won!" and then exit.

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qwertyuiopas

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Re: 'Winning'
« Reply #29 on: June 18, 2008, 09:59:25 am »

Something like this probably will be implemented in the far future, but for now I am only hoping for the next release and adventure mode mining.
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