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Author Topic: Dwarf Exodus: fleeing to another site  (Read 2839 times)

AbacusWizard

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Dwarf Exodus: fleeing to another site
« on: February 07, 2010, 10:27:56 pm »

It is of course currently possible to abandon a fortress, and later come back to the same site with different dwarves. Consider the reverse: I'd like to be able to abandon a fortress, and subsequently take the same group of dwarves (perhaps with some items brought from the old fortress) to a new site.

If done in peacetime, it could probably be assumed that all dwarves make it to the new site, and start there with a wagon containing all the items they want from the old fortress (perhaps using something like the "Bring goods to depot" menu to choose which items are brought along). On the other hand, if the fortress is abandoned during a siege, only the dwarves that make it to the edge of the map alive will be at the new site, and only with whatever items they can carry with them.

Inspired, of course, by the backstory of the dwarves of the Lonely Mountain and the dragon Smaug from The Hobbit. The front gate of a fortress is attacked by a megabeast; many dwarves are killed but some escape through another exit. Some settle at another site; others roam around the world map in adventure mode and eventually return to the original site to drive out the dragon and reclaim the fortress. This particular example would require individual characters being transferrable between Fortress Mode and Adventure mode, but simply settling at a new site, building up a larger military, and then returning to the original site in force would work just as well. I would love to see this sort of thing be possible in DF.
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Safe-Keeper

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Re: Dwarf Exodus: fleeing to another site
« Reply #1 on: February 07, 2010, 10:33:23 pm »

That's a good idea. I'm picturing loading as much stuff onto wagons as possible for then to select a new site on the world map and go into a sort of Travel Mode, where your refugee/settler caravan may or may not come under attack (and people may succumb to injuries, weather, starvation, fatigue or whatnot along the way). Then you arrive at your chosen site, and the game goes into Dwarf Fortress mode again, and can start anew with whatever people, wagons and supplies that survived the journey.

In fact, living a 100% nomadic existence where your dwarves use up the surface resources of one site for then to move on with another sounds pretty intriguing.
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"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

King_of_the_weasels

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Re: Dwarf Exodus: fleeing to another site
« Reply #2 on: February 07, 2010, 10:36:05 pm »

This would work well if you could also just stop playing a fortress and start a new one, but in this case you take some dwarfs and leave some to stay and manage the fortress, granted there should be some dwarfs who are stubborn and would refuse to leave the fortress, even if it means dying in a siege, which would stop people from eventually just having a fortress of nothing but legendary workers and warriors..
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Safe-Keeper

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Re: Dwarf Exodus: fleeing to another site
« Reply #3 on: February 07, 2010, 10:41:19 pm »

In the distant future, you could possibly have multiple fortresses, handling one at a time while letting the worldgen AI take care of the rest.

Or maybe some sort of turn-based system that let you swap between them and play them one at a time, one season at a time. Would allow for multiplayer as well. But I guess this has all been discussed before, and it's sort of OT.
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"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Ze Spy

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Re: Dwarf Exodus: fleeing to another site
« Reply #4 on: February 07, 2010, 10:45:25 pm »

i find that idea useful , i mean , back doors now serve a better propse other then allowing more freedom
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Toastergargletop

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Re: Dwarf Exodus: fleeing to another site
« Reply #5 on: February 08, 2010, 02:02:06 am »

i like this idea!
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Joakim

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Re: Dwarf Exodus: fleeing to another site
« Reply #6 on: February 08, 2010, 02:55:10 am »

Love it.
It'd be great to break up beds for wood to make wagons, secretely dig a tunnel under the invaders and have a long chain of people loading the wagons while the guard delays the goblin battering. Or whatever the siege stuff will be implemented by then.
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Toastergargletop

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Re: Dwarf Exodus: fleeing to another site
« Reply #7 on: February 08, 2010, 03:10:38 am »

with the new underground it should be possible to leave the map below the surface.
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Aquillion

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Re: Dwarf Exodus: fleeing to another site
« Reply #8 on: February 08, 2010, 04:49:46 am »

Pretty sure this is an old suggestion.

It's still a pretty good one, though.
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PsyberianHusky

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Re: Dwarf Exodus: fleeing to another site
« Reply #9 on: February 08, 2010, 06:15:09 am »

I think you should have to kinnda manage the dwarfs while they travel, I could Imagine some scary new HFS force the Dwarfs to flee the area, and then trek across a frozen wasteland  being picked off  evil creatures the entire way
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Footkerchief

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Re: Dwarf Exodus: fleeing to another site
« Reply #10 on: February 08, 2010, 06:22:14 am »

Thematically and mechanically, this has a lot in common with the various emigration-related suggestions:

http://www.bay12games.com/forum/index.php?topic=3241.0
http://www.bay12games.com/forum/index.php?topic=5703.0
http://www.bay12games.com/forum/index.php?topic=46716.0
http://www.bay12games.com/forum/index.php?topic=31948.0
http://www.bay12games.com/forum/index.php?topic=6038.0
http://www.bay12games.com/forum/index.php?topic=21715.0
http://www.bay12games.com/forum/index.php?topic=19753.msg207687#msg207687
http://www.bay12games.com/forum/index.php?topic=6136.0
http://www.bay12games.com/forum/index.php?topic=49023.0

That's a good idea. I'm picturing loading as much stuff onto wagons as possible for then to select a new site on the world map and go into a sort of Travel Mode, where your refugee/settler caravan may or may not come under attack (and people may succumb to injuries, weather, starvation, fatigue or whatnot along the way). Then you arrive at your chosen site, and the game goes into Dwarf Fortress mode again, and can start anew with whatever people, wagons and supplies that survived the journey.

In fact, living a 100% nomadic existence where your dwarves use up the surface resources of one site for then to move on with another sounds pretty intriguing.
I think you should have to kinnda manage the dwarfs while they travel, I could Imagine some scary new HFS force the Dwarfs to flee the area, and then trek across a frozen wasteland  being picked off  evil creatures the entire way

This aspect is the main focus of the many "Oregon Trail"/"Caravan Mode" suggestions:

http://www.bay12games.com/forum/index.php?topic=6258.0
http://www.bay12games.com/forum/index.php?topic=4737.0
http://www.bay12games.com/forum/index.php?topic=5595.0
http://www.bay12games.com/forum/index.php?topic=21139.0
http://www.bay12games.com/forum/index.php?topic=20353.0
http://www.bay12games.com/forum/index.php?topic=42102.0
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Euld

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Re: Dwarf Exodus: fleeing to another site
« Reply #11 on: February 08, 2010, 07:15:36 am »

Thematically and mechanically, this has a lot in common with the various emigration-related suggestions...
Erm...
Is that a "just for the sake of documentation" post, or a "you should be ashamed for thinking redudant thoughts" post?

As for the topic, this is definently an intruging idea.  By repeatedly setting up fortresses and possibly running a few at a time, you could help expand your dwarven empire.  And it would help the replayability of individual worlds too.

Footkerchief

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Re: Dwarf Exodus: fleeing to another site
« Reply #12 on: February 08, 2010, 07:32:43 am »

Thematically and mechanically, this has a lot in common with the various emigration-related suggestions...
Erm...
Is that a "just for the sake of documentation" post, or a "you should be ashamed for thinking redudant thoughts" post?

Mostly a "let's fast-forward the thread to the new stuff" post.  I'm not heaping shame on anyone, especially not for their thoughts.
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AbacusWizard

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Re: Dwarf Exodus: fleeing to another site
« Reply #13 on: February 08, 2010, 04:44:45 pm »

I don't mean just a handful of dissatisfied dwarves emigrating: I'm talking about the entire surviving population grabbing what they can and fleeing the area to escape a siege or megabest, or the entire population packing a wagon and moving out because they've used up all the available resources in the area, and in either case starting a fortress in a new area with the same dwarves (and some or all of the movable items you've made).
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