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Author Topic: Unexplored starting sites  (Read 1649 times)

isitanos

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Unexplored starting sites
« on: October 16, 2007, 02:08:00 pm »

The world you create your fortress in is so huge, I find it weird you know in advance for every region the type of flora, fauna and its good/evil character. For those liking a more random challenge, there should be regions marked as unexplored, so you don't know what you'll be facing. This could give us a new "Discover the New World (and subdue... errm, befriend the natives)" kind of mission - I don't think there are separate continents in the game yet?.

This may already be in the game of course, but I would also like to see "micro-pockets" of good and evil in their opposite region. For example, you settle near an apparently peaceful lake in a calm region, but in fact an evil giant octopus lives in its depths. Or the other way around, find some good creatures still holding out in an evil region.

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Sowelu

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Re: Unexplored starting sites
« Reply #1 on: October 16, 2007, 03:39:00 pm »

Mmm, I like that.  Since your initial dwarves are representatives of a historical group, it would be nice if the places you could settle are limited to the region your group has explored, or if you can only send your settlers through moderately safe territory.

Of course, this would have to wait for some more complex civ stuff, but...

I was a big fan of the game Colonization.  Sending out some explorers to find good colony sites, followed by some farmers and carpenters to build your colony (escorted by a unit of dragoons) was neat.

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BurnedToast

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Re: Unexplored starting sites
« Reply #2 on: October 16, 2007, 08:08:00 pm »

at the very least, there could be a 'random' option for starting site. You can pick play it now, but then you don't get to select your own choices for starting things.
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Capntastic

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Re: Unexplored starting sites
« Reply #3 on: October 16, 2007, 09:21:00 pm »

The expedition-location selection works totally different in that you can build anywhere on the world map.   So I don't see how you could pick a place on the world map without knowing what it is you picked.    Unless some random option was included.

MY SUGGESTION:   Your parent civ has a list of 'recommended' locations they'd like you to build, and choosing those spots (Which may be key political or military points!) will give you more starting points, or better diplomatic relations, to work with.

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isitanos

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Re: Unexplored starting sites
« Reply #4 on: October 17, 2007, 12:01:00 pm »

quote:
Originally posted by Capntastic:
<STRONG>The expedition-location selection works totally different in that you can build anywhere on the world map.   So I don't see how you could pick a place on the world map without knowing what it is you picked.    Unless some random option was included.</STRONG>

True. Then what my suggestion amounts to, is that you could know the most general terrain features (you need at least to know there's a mountain, but mountains can be viewed from a great distance), but you would not know anything else about the area. Once you settle somewhere, nearby regions will also be marked as explored.

You could also have a travel mode, where you go around the map with your starting caravan, and then decide where to stop and start the new settlement. This would allow for completely unexplored regions.

A nice tie-in to the adventure mode would be that regions that you have explored as an adventurer change from unexplored to explored status for settlement purposes. The explorer would have to be from the same civilization though. There could be a chance that regions you discover be named after your adventurer, or after something that happened to him there.

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mickel

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Re: Unexplored starting sites
« Reply #5 on: October 17, 2007, 05:24:00 pm »

quote:
Originally posted by Capntastic:
<STRONG>MY SUGGESTION:   Your parent civ has a list of 'recommended' locations they'd like you to build, and choosing those spots (Which may be key political or military points!) will give you more starting points, or better diplomatic relations, to work with.</STRONG>

Great idea! I love it. It'll probably need to wait until civilization relationships get expanded, though...

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Granite26

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Re: Unexplored starting sites
« Reply #6 on: July 17, 2009, 12:56:15 pm »

NECRO!!!!

Anyway, I was thinking it might be cool, for a game where you are supposed to be 'playing the civ', if you started the game with only knowledge of sites within your civs borders.  Then you would either send out an adventurer to scout for sites, or you could build a site, and scouts would expand your civ's borders depending on the wealth of the fort.  (Encouraging you to build a large fort rather than a string of outposts, especially since your next fort would rely on this on for trade.  Even better, it would necessitate robust economies, because if all forts are pumping out mugs, the value will sink.)

You'd be able to settle in still-fogged locations, (possibly with a chance of starting with a disadvantage.), but they'd be a surprise (especially if it was an ocean square (hehehehe)

Finally, there could be a fortress cost to sending out a new outpost.  Say, you start with 10 outpost slots, but for every 10 artifacts you get, you can start another outpost.

This is kind of a cheap way to encourage more games in one world. 

Obviously it'd need to be completely optional.

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Re: Unexplored starting sites
« Reply #7 on: July 17, 2009, 12:57:46 pm »

Whoa that's a long necro. Nowadays can't you use the site finder with no parameters to get a random site?

Tenebrais

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Re: Unexplored starting sites
« Reply #8 on: July 17, 2009, 02:04:53 pm »

Something like this would work well with the army arc and caravan arc, if you get the possibility to expand your fortress. Would give a much better feel to playing for your civilisation, which would go well alongside diplomacy.
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Hyndis

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Re: Unexplored starting sites
« Reply #9 on: July 17, 2009, 02:24:46 pm »

Whoa that's a long necro. Nowadays can't you use the site finder with no parameters to get a random site?

Or push buttons randomly on the keyboard while on the embark screen, with the monitor off.
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Warlord255

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Re: Unexplored starting sites
« Reply #10 on: July 17, 2009, 03:02:31 pm »

I know some form of "oregon trail" minigame is planned for getting to your site.
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Re: Unexplored starting sites
« Reply #11 on: July 17, 2009, 03:03:40 pm »

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Granite26

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Re: Unexplored starting sites
« Reply #12 on: July 17, 2009, 04:55:33 pm »

Whoa that's a long necro. Nowadays can't you use the site finder with no parameters to get a random site?

Yeah, I wanted to suggest 'Fog of War' and 'You must explore in adventure mode before building in dwarf fortress', and this seemed like a good place to do it.  I always like to search, not just to see if something has been suggested before, but to get some context on the discussion around the feature area.

chucks

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Re: Unexplored starting sites
« Reply #13 on: July 18, 2009, 02:30:06 am »

This feature would be best served with some form of fog of war implemented.  No longer do you know where everything is, you have to send out basic military patrols just to figure out where in the crap to start looking for stuff.
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Craftling

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Re: Unexplored starting sites
« Reply #14 on: July 18, 2009, 06:20:12 am »

'You must explore in adventure mode before building in dwarf fortress', and this seemed like a good place to do it.
But I dont want to have compulsory adventurer mode. Maybe the dwarf that discovers the site gets some kind of recognition or reward.

The expedition-location selection works totally different in that you can build anywhere on the world map.   So I don't see how you could pick a place on the world map without knowing what it is you picked.    Unless some random option was included.<P>MY SUGGESTION:   Your parent civ has a list of 'recommended' locations they'd like you to build, and choosing those spots (Which may be key political or military points!) will give you more starting points, or better diplomatic relations, to work with.
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