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Author Topic: Dwarf Fortress Mission Mode  (Read 1203 times)

The-Moon

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Dwarf Fortress Mission Mode
« on: February 21, 2008, 09:27:00 pm »

What i'm proposing, is a new game mode under Dwarf Fortress(In the selection window when you start a game)

Dwarf Fortress
Dwarf Fortress Mission
Adventure
Legend

Think thats how it goes.

Also we can call this something better then mission.


What the new mode would be, is the same as Dwarf fortress, sept rather your on a mission from your home.

Missions could be selectable also.

Missions could involved destroying a Goblin fortress. Going to a certain map and obtaining copper or iron or some item to trade back home.

Theres plenty of items i'm sure we could come up with for different types of missions you can be sent on.

What i think would be cool if you could get a list of missions, and tab through them on the map.

Each time you complete a mission, new missions pop up for selection.


It would be cool also to come up with some reward for completing missions.

Maybe completing missions means that when you start new missions, you have access to better items, as well as more points to spend for that mission.

Note:Each mission should have its own set minimal value.

Maybe completing Mission's acquires you wealth in coins that have been printed from your home.

They can then be used for something.

[ February 21, 2008: Message edited by: The-Moon ]

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penguinofhonor

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Re: Dwarf Fortress Mission Mode
« Reply #1 on: February 21, 2008, 09:57:00 pm »

.
« Last Edit: October 23, 2015, 10:31:40 pm by penguinofhonor »
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Kagus

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Re: Dwarf Fortress Mission Mode
« Reply #2 on: February 21, 2008, 10:02:00 pm »

Eek.  If the king sends your fort on a mission, can you imagine how many dwarves would die to hammerblows if you fail to complete it?

Wooty

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Re: Dwarf Fortress Mission Mode
« Reply #3 on: February 21, 2008, 10:17:00 pm »

I think what penguin said would be better - once you get a big fort, you could make an 'outpost' to harvest rescources otherwise rare on your map.

First, build a wagon - 1 wagon pulling animal, rope/chain, 4 logs - then load it up with food or tools and send 7 dwarves to carve out a new fort.

This would be like an enirely new fort, except you trade with yourself, basically - send out another wagon and a few merchant dwarves to do some item sawppin - and your outpost would get no migrants unless you sent some from your main fort.

...what was the suggestion?...*reads*...oh

EPIC DERAIL

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The-Moon

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Re: Dwarf Fortress Mission Mode
« Reply #4 on: February 21, 2008, 10:19:00 pm »

It should be a choice to accept the mission or not.

Not accepting shouldn't hurt you. But completing mission should make the "King"/whoever, more happy with you, and will show up sooner or some such ?    :)

 

quote:
Originally posted by Wooty:
<STRONG>I think what penguin said would be better - once you get a big fort, you could make an 'outpost' to harvest rescources otherwise rare on your map.

First, build a wagon - 1 wagon pulling animal, rope/chain, 4 logs - then load it up with food or tools and send 7 dwarves to carve out a new fort.

This would be like an enirely new fort, except you trade with yourself, basically - send out another wagon and a few merchant dwarves to do some item sawppin - and your outpost would get no migrants unless you sent some from your main fort.

...what was the suggestion?...*reads*...oh

EPIC DERAIL</STRONG>


Would never work, unless the outpost was limited to a single tile.

Loading up a whole new map along with the one your already playing on would be near impossible with the current lag issues and mass memory usage of DF.

I'm sure this is already planned by toady for future version of the game. But a lot of optimization needs to be done first.

First main task would be getting all the objects to group up in the map as to reduce cpu and memory usage by a lot.

[ February 21, 2008: Message edited by: The-Moon ]

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Hague

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Re: Dwarf Fortress Mission Mode
« Reply #5 on: February 22, 2008, 12:50:00 am »

Actually, region extension was a heavy element in the current arc.
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Greiger

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Re: Dwarf Fortress Mission Mode
« Reply #6 on: February 22, 2008, 10:50:00 am »

I can see the rewards being an ooc something you can start with next dwarf mode or adventure mode as a one per completion option.  As well as some world effects.

Mission: Steel is so shiny! We need MORE! Offer at least 100 bars of steel to the mountainhome.
World effect: Military migrants are more likely to have steel equipment, on embark steel items have their cost reduced by 1% from that civ.(maximum reduction is 10%)
Reward:One time embark or adventure mode option to start with a steel item of equipment.

Mission: The mountainhome is sober! We need beer! Offer at least 500 units of alcohol within 3 years.
World effect:Migrants Don't remember the last time they had any beer. until complete or 3 years pass.(someone else solved the beer shortage.) Beer costs 3x normal value.
Reward: Adventure mode, 1 time option of starting with 1000monies. Dwarf Mode, one time option to bring a free 50 units of any beer produced in quantity.

Those are just examples.  I figure they should not always be available but each civ has their own list of missions available at the time unless the particular mission is world affecting.

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