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Author Topic: Ancient CIVs  (Read 434 times)

Baney

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Ancient CIVs
« on: May 16, 2008, 05:05:00 am »

Someone mentioned this.. briefly in an another thread, but I wanted to expand on it without hijacking..

So the idea is that you could play the very early Civs, back 1000 years before the dwarves, kinda give the game some BACK ground buildings, before the world was created..

When the game world gets updated, the Pre-Civs buildings/things/ etc are put through an earthquake (split into sections and moved) or are lost to the sands of time (buried under a few layers) Taken over by nature (maybe raised a few layers and then overgrown with trees and weeds)

Only Great Stone monuments, and multi layered walls would survive, Some specialised traps might still work? (stone fall/pit traps) maybe spikes would work once.. but never again..

As to WHO? and WHY?

The Concept is two fold..
1) you add more depth to the game with things you can discover with adventure AND dwarf mode..
2) Its actually good training for some of the basics, before you start your first fortress

E.g. Maybe Cavemen.. no tech, living in caves, hunting, fishing, cooking over fires, and fighting with pre-historic goblins, creatures that existed by the hundreds but now are just legends? - Trains you in simple task designation for your clan members.

Eldar Races, God like, Magic using, Super powerful.. People that can nominate the land to be dug, raised, dropped, built, smoothed.. all the activities that are available to the dwarves, but done Instantly, at the cost of magic.. when the magic is gone, the race dies.. The purpose to understand construction sites, create great looking halls and chambers, maybe traps, store goods and treasures found.. But for the race? the great magics of the world are dying and they must search for special rocks deep within the earth, and store them in special chambers to give themselves back some magic. Living as long as possible is the purpose of the builder..

Communities; In Early games, maybe a low tech agricultural race that needs to learn the basics of making farms, planting, growing, storing and surviving.. maybe the locations that work, become original homes for the first tribes.

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Dasleah

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Re: Ancient CIVs
« Reply #1 on: May 16, 2008, 05:12:00 am »

I was actually putting the bare bones on a mod concerning DF's prehistory, so I personally think the idea is ace   ;) (any one who wants to help, it'd be much appreciated)

For mainstream DF, however, I don't really see it being a part of regular play. It just seems like a needless 'tutorial' mode and extra steps to worldgen. It would add a lot of flavour to Adventure mode.

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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Bricktop

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Re: Ancient CIVs
« Reply #2 on: May 17, 2008, 06:34:00 pm »

I like the idea of there being ancient ruins in the world... but I'm not too keen on them being controllable.


Also, small side note but dasleah:

"needless 'tutorial' mode"


I actually think that a tutorial mode is something that the game really needs a lot, and the more the game gets developed the more it'll be needed for new players. However, I think it will be left quite a while before it gets put in. Oh, and don't bother sayign that new players can just 'read the wiki'. Reading the wiki only works if you don't care about being bombarded with spoilers.

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Neonivek

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Re: Ancient CIVs
« Reply #3 on: May 17, 2008, 06:37:00 pm »

but isn't there already ancient ruins from the year 0?
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