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Author Topic: A Town Renovation Project  (Read 2221 times)

Acanthus117

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A Town Renovation Project
« on: May 17, 2010, 02:54:42 am »

As the title said, I want to embark on every town in the world and give them...

  • Walls and gates
  • A cellar for every house
  • Improved castles, mead halls

Is there anything I should think about? Also, I'm not gonna touch the things inside houses, so as to preserve them for adventurers.
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Retro

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Re: A Town Renovation Project
« Reply #1 on: May 17, 2010, 03:03:18 am »

This is a pretty awesome idea. Other possible suggestions: Catapults, windmill farms / waterwheel plants... better churches maybe?

You could probably tool each site to its inhabitants' culture as well. Chain up mean beasts outside goblin towers and give them magma moats (since you won't be able to embark on dwarven halls), do the usual aforementioned stuff for the humans, give the elves elevated tree forts with wooden walkways and parks and hand-carved lakes/rivers, that sort of thing.

Acanthus117

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Re: A Town Renovation Project
« Reply #2 on: May 17, 2010, 03:04:45 am »

Yeah, I was originally gonna stick to humans, but if it works, I'll expand to other races.

If it comes out well, I'll put it up on DFMA.

Hehe, this is gonna take some time.
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Jackrabbit

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Re: A Town Renovation Project
« Reply #3 on: May 17, 2010, 03:22:20 am »

I heartily approve of this idea and will do it myself as well.
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daemoria

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Re: A Town Renovation Project
« Reply #4 on: May 17, 2010, 08:47:18 am »

The problem with this is when you abandon the fortress to start another, all the items on the map will scatter, and everyone will either starve, or wander away.

I like the concept of it tho. :D
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Vester

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Re: A Town Renovation Project
« Reply #5 on: May 17, 2010, 08:49:22 am »

MAHUSAY, ACANTHUS.

This'd be a real neat touch, if you ask me.
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darius

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Re: A Town Renovation Project
« Reply #6 on: May 17, 2010, 09:57:48 am »

Secret passages please, crypts, display cases(maybe if artifacts are created)
It is shame that items are scattered about on abandon it would be cool just to add some loot (e.g in human town's barracks, some spare weapons)

About everyone starving or wandering: just add a drawbridge somewhere (where it fits) and at the end of constructions drop all useless stuff there (excess food, wood, rocks etc) and dwarves (by making a meeting hall) and pull a lever ;)
 
<...> (since you won't be able to embark on dwarven halls)<...>
for that use embarkanywhere (still works!)
« Last Edit: May 17, 2010, 10:12:52 am by darius »
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orbcontrolled

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Re: A Town Renovation Project
« Reply #7 on: May 17, 2010, 10:11:55 am »

I've tried something similar, though not with too much dedication. Here's what I learned (40d, so not all of it might apply):

1. Don't embark on a town with a river full of carp passing through the center. It's doable, but irritating.
2. Townspeople seem very vulnerable to things like thieves, ambushes, wild animals, etc. You'll need to take a pretty proactive role if you want anybody to survive long enough to see their new town. Make walling off the town your first priority. (or alternatively, wall up all the inhabitants where they stand until you are finished. ;) )
3. Walling off such a large area can become counterproductive very quickly. Immigrants, liaisons, etc. will spawn utterly without regard to where the entrances are, and I don't even want to think about the comedy of errors I've seen that turn into. Leave ample room outside the walls for people to maneuver. It might even be worth expanding the embark area to have a nice big wilderness around your town, otherwise you end up constantly having to rescue friendlies trapped between two herds of wild animals.
   and then having to rescue the rescuers from an ambush...
   and then having to rescue those rescuers...
   and then having to clean up the mess...
   and then having to rescue the haulers...
   so much blood...

Anyway, suggestions:

1. Secret passages between important buildings. The more secret passages the better. Mark them as restricted traffic so they stay secret.
2. If the temple doesn't already have a lava pool, make one.
3. A large outdoor marketplace containing shops and the trade depot, as well as a nearby warehouse to store trade goods.
4. Leave at least one layer of caverns untouched by dwarven hands, except for maybe a few completely sealed shafts passing through it. This really isn't specific to your situation, it's just generally good style to always leave a few wild frontiers lying around.
5. At least one good old fashioned abandoned mine shaft on the outskirts of town, leading deep into the caverns. You know, so the children can have adventures! :D
6. Have I mentioned secret passages yet? Let the complete graph be your inspiration!
7. Seconding catacombs.
8. If the town is in a hot climate, don't just give them cellars, give them well-furnished, smooth, livable basements to retreat to in the hot months, with the cellar below that.
9. If the town is in a cold climate, central heating. You know what to do.
10. Remember those secret passages? Make sure they connect in some indirect way to the deepest unexplored caverns. When humans go down to the cellar, let them glance briefly at the heavy iron lid leading to the catacombs, and remember in the back of their minds, just for a moment, that there is good reason to be afraid of the dark.

EDIT: You know what, you've inspired me! I think I'm going to try this too.
« Last Edit: May 17, 2010, 10:16:09 am by orbcontrolled »
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Djohaal

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Re: A Town Renovation Project
« Reply #8 on: May 17, 2010, 12:10:12 pm »

If the sites don't die off if overlapped by a abandoned fortress this would be more than feasible, it would be awesome.
We could even make the mountainhomes more adequate by hacking them and giving them an extreme makeover too.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Deon

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Re: A Town Renovation Project
« Reply #9 on: May 17, 2010, 02:34:23 pm »

Well, after I embarked on the only wesmen city I was unable to play as wesmen of that civ in adventure mode anymore so I think it breaks the town. Also when I arrived there there were people travelling around and the king disappeared.
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DalGren

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Re: A Town Renovation Project
« Reply #10 on: May 17, 2010, 04:02:54 pm »

Can you post screenshots/map dumps? I am interested to see how this looks like.
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Acanthus117

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Re: A Town Renovation Project
« Reply #11 on: May 18, 2010, 04:59:00 am »

I'll put up screenies of stuff when I'm done with the first town.
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Deathworks

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Re: A Town Renovation Project
« Reply #12 on: May 18, 2010, 05:09:17 am »

Hi!

So, if I understand this correctly, the town's history will look something like this:

Humans find a nice place and settle there.
Dwarves find the human settlement and say "Well, this could use a little of work".
The dwarves build all kinds of improvements (at least in their eyes).
As the dwarves leave, the humans flee, having been too scared of the dwarves while they were there, from the now uninhabitable town.

Another case of well-meant is not always well-done, I suppose? :) :) :) :)

Deathworks
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Acanthus117

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Re: A Town Renovation Project
« Reply #13 on: May 18, 2010, 05:14:03 am »

I'm really going for aesthetics... I did something similar before; I would make XBAWKXHUEG towers/cities/whatevers and fill em up with treasure chests of masterwork armor and weapons, but release hordes of monsters and seal the place with a lever/gate system, so I can get XP while exploring! I was gonna make a thread and propose people make dungeons like that, but I was too lazy.
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Kodos343

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Re: A Town Renovation Project
« Reply #14 on: May 19, 2010, 04:47:02 pm »

When you leave though, will the town break/be abandoned?
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