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Author Topic: Discussion: Adventure and Fortress Modes Artifact Quest  (Read 2411 times)

KenboCalrissian

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Discussion: Adventure and Fortress Modes Artifact Quest
« on: November 15, 2009, 03:11:22 am »

I've been kicking around an idea for a challenge that incorporates both Adventure and Fortress modes.  Basically, several players create dungeons in the same world, specify a specific artifact and goal location that the adventurers must find and reach, and put all of those dungeons in the same world.  Adventurers then enter the world with the goal of conquering every dungeon and collecting every specified artifact.

It would be nice if several people were able to work on fortresses at the same time, but I don't think this is possible (if anybody knows otherwise, please say so!)  So we'll have to impose a time limit on each fortress before it must be abandoned (preferably during a siege to load it with enemies) and the next player begins their fortress.

Rules for Fortress mode players:
-Build your fortress with dungeon design in mind.  Lever-based puzzles and mazes are encouraged.  Also encouraged are complicated traps to avoid, such as rooms slowly filling with water.
-I'd like to see pressure-plate based traps and puzzles, so we'll play with adventurer traps on.  As such, remove all other traps from your fortress before abandoning!
-Make sure it's possible to reach the designated goal!
-Because items become scattered, it might not be possible to restrain an item to a specific room.  Therefore, designate a specific construction that the player must take a screenshot of to prove they reached it.  The goal might be a statue in a peculiar room, or an altar to Armok.  Does anyone know if an item sealed in a room will remain in that room in Adventure mode?
-Please abandon your fortress during a siege.  The dungeon will be much more interesting with monsters inside it!
-You will have five years to complete your fortress, after which you must find a suitable time to abandon so that the world can be passed off to the next player, who will create a brand new fortress elsewhere in the world.
-Post the location of your fortress.  While it would actually be more fun to only provide the region name and make players search for it, nothing is preventing them from simply entering Reclaim mode and seeing where the dungeon is, so you might as well just show it up front.
-Every fortress submission will be reviewed by a judge (or judges) before being accepted and play resumes to the next player.  As OP, I will be the first judge - depending on number of interested players, I may ask for up to two more.  Keep save backups, because if we find a problem we might ask you to take another season or two to fix things up.  Unless you've blatantly broken the above rules, don't expect your fortress to be outright rejected.
-Limit of eight dungeon designers, and I'm claiming one.  So, that leaves seven available spots.  A waiting list will be available in case somebody misses their turn.

Adventure mode rules:
-Victory is achieved under the following two conditions:
--You post screenshots of your character in the designated goal room of every dungeon Fortress
--You post a screenshot of your character surrounded by every designated goal item.  Post screenshots of their description, too.
-Fast travel is allowed.
-Finding all of the items with the same character is not technically a requirement.  You could theoretically find some of the items, get killed, then retrieve the items from your old character's body.  You do not have to retake screenshots of you standing next to each landmark with the new character (but you're more of a badass if you do it all with one character).
-Bonus points if you do it as an elf!
-No limit to the number of adventurers.  Anybody can download the world and play in it!

The subject line is "Discussion" because the actual game won't be run here; this is merely discussion for the setup.  If you feel rules need to be added, removed, or amended, please make suggestions.  If you want to play with certain mods, that's something to vote on, though my vote is for vanilla.  At this time I don't have a world in mind, so this is something that we need proposals for as well.

Items in need of discussion:
-Who's interested in dungeon design?
-Any modifications needed to either set of rules?
-Any world proposals?
-Are mods desired?
« Last Edit: November 15, 2009, 12:49:41 pm by KenboCalrissian »
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Shintaro Fago

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Re: Discussion: Adventure Mode Artifact Quest
« Reply #1 on: November 15, 2009, 07:14:55 am »

Few ideas/questions
If there's any way to make megabeasts more common? Having a dungeon with a dragon would be awesome.
Do creatures in cages stay in their places when fortress is abandoned?
Also, is creating a purely logical dungeon ok?
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KenboCalrissian

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Re: Discussion: Adventure Mode Artifact Quest
« Reply #2 on: November 15, 2009, 12:49:06 pm »

It's simple to make megabeasts more common.  You just halt world gen a little earlier than normal, before as many of them have been killed off.  We could start the first fortress at year 100 to make megabeasts more common, but make sure that civs have started to develop relations with each other.

Unfortunately, I think every animal you leave in the dungeon is dead when you get there, but I'm not sure about megabeasts.  It would be pretty cool to have a restrained megabeast in your final room as a boss fight, but I don't know whether it's possible.  I'll do a little research on it - if anyone has any experiences where their creatures survived, let us know!

Not sure what you mean by "purely logical dungeon."  Could you explain?
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Shintaro Fago

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #3 on: November 15, 2009, 01:37:17 pm »

I meant a dungeon without monsters but full of puzzles. Think of Water Temple from Zelda (by a chance with carp or two)
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elizar

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #4 on: November 15, 2009, 07:43:45 pm »

Well, I don't really have much to add to this discussion, but you can though train people in masonry to have stationary things, or do the fingers crossed thing and put your artifacts in a lead bin.

If you go the mason route, and get a gabbro cabinet, you must make it a challenge item. There is no other way.
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Askot Bokbondeler

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #5 on: November 15, 2009, 07:58:17 pm »

i claim a role as dungeon designer

how many time will we have? can we cheat and [NO_EAT][NO_SLEEP][SPEED_1] our dwarves? speaking of dwarves, it would be interesting to have other creatures besides goblins in our mazes, could we work on a world with a few more minor civs, like animalmen?

KenboCalrissian

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #6 on: November 16, 2009, 08:59:19 pm »

5 years game time.  After the fifth year, you need to find the first appropriate time to abandon during your sixth year - so whether that's during a siege, a megabeast attack, a swarm of HFS, etc.

Sure, you could do a monster-less, all-puzzle dungeon.  It would likely be one of the first to be visited on the quest, so unless that makes a difference to you go ahead.

Askot, I don't think we can mod dwarves that way without regenning the world... correct me if I'm wrong, I'm admittedly not too knowledgeable about modding.  We don't want dwarves to be super-powerful because they're a playable adventuring race, and that would ruin the fun.  I like bringing animalmen civs into it, though.
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100killer9

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #7 on: November 16, 2009, 09:11:46 pm »

To prevent items from scattering, try putting them in bins loaded with rocks.
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Askot Bokbondeler

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #8 on: November 17, 2009, 07:16:19 am »

Askot, I don't think we can mod dwarves that way without regenning the world... correct me if I'm wrong, I'm admittedly not too knowledgeable about modding.  We don't want dwarves to be super-powerful because they're a playable adventuring race, and that would ruin the fun.  I like bringing animalmen civs into it, though.

yes, you can, i did it already, if you change their speed an add them the no_eat no_sleep etc. tokens the changes will apply in your game, when youre done with your cheat you can mod the raws back to it's original status. heck, you can even remove body parts and add them again to heal and regenerate maimed dwarves...

Hortun

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #9 on: November 17, 2009, 03:17:03 pm »

I'll make an artifact vault fort. Just PM me when the game thread up and I'll get to work.

Just curious, but how are you going to combine these several forts into the same region? Or is this thread just going to be an archive of forts built for adventurers?

Regarding mods, I'd say to go with vanilla just for simplicity and compatibility. A megabeast-packed world sounds fun, maybe loaded with terrifying regions. Just as long as all the civs are present and there's magma to go around.

I suppose you could mod all of the other races to be playable and have goblin towers guarding legendaries.
« Last Edit: November 17, 2009, 03:23:12 pm by Hortun »
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100killer9

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #10 on: November 17, 2009, 05:27:20 pm »

A speed of 0 is best.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

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KenboCalrissian

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #11 on: November 17, 2009, 06:01:17 pm »

Just curious, but how are you going to combine these several forts into the same region? Or is this thread just going to be an archive of forts built for adventurers?

Fortress mode succession game with variant rules.  5 years a turn, abandon your fortress during the 6th ASAP, pass the world on to the next player.  But now that you mention it, maybe that is too difficult, and we just stick to creating a library of adventurer-focused forts.
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Roundabout Lout

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #12 on: November 17, 2009, 11:34:13 pm »

I've been wanting to do all artifact equipment for an adventurer in a world for a while.

It's really easy to get a specific piece of equipment that you want on the first artifact of a fort. Involves a bit of savescumming around the time you get 20 dwarves. First migrant wave or second. Dunno if that matters.

I was going to make 5 forts for each artifact (that wasn't a lone boot or gauntlet,) and have someone claim all of them.

I'd do one, but to make an interesting dungeon? I'll have to draw it out on paper first.

I can help in one great way for sure. Pressure plates DO NOT work in adventurer mode. Doesn't matter if you turn the init option ON, and no it doesn't help to re-gen. They simply do not work. We've tried.

Options are to make levers, or hide a flood of water behind a door for the adventurer to break the door down (or pick the lock haha.)

Here is a link for a thread that did almost the same thing, just without the artifact focus.
There's a save in there with a world of quite a few player made dungeons that are awesome.
http://www.bay12games.com/forum/index.php?topic=25429.0
« Last Edit: November 17, 2009, 11:50:24 pm by yougiedeggs »
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Hortun

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #13 on: November 17, 2009, 11:58:02 pm »

I had a "fun" idea for a trap. Put up a platinum door at the end of a fancy engraved hall lined with statues of gold. Have a lever next to the locked door.  Oh, treasure in this next room, right?Have that lever open up a floodgate behind the platinum door that floods in magma fresh out of the pipe and subsequently closes a bauxite floodgate at the entrance.

Put the path to the real treasure room back behind some common dwarf's room.
« Last Edit: November 18, 2009, 12:33:23 am by Hortun »
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KenboCalrissian

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Re: Discussion: Adventure and Fortress Modes Artifact Quest
« Reply #14 on: November 18, 2009, 01:18:48 pm »

I had a "fun" idea for a trap. Put up a platinum door at the end of a fancy engraved hall lined with statues of gold. Have a lever next to the locked door.  Oh, treasure in this next room, right?Have that lever open up a floodgate behind the platinum door that floods in magma fresh out of the pipe and subsequently closes a bauxite floodgate at the entrance.

Put the path to the real treasure room back behind some common dwarf's room.

Aw, now I know to avoid any shiny rooms in your dungeon!  :P

First thing that needs settled... do we want to do it succession-fort style like in the thread yougiedeggs linked to, or just make this a repository for adventurer dungeons?  My vote is for succession, I'd rather see all the dungeons in one world so you can take a single character through them all if you can survive.
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I've never tried it and there's a good chance it could make them freak out.
Do it.
Severedcoils - the Baron Consort accumulation challenge
Severedcoils II: The Reckoning - a DnD 5e Adventure set in the world of Severedcoils
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