Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ruins As Rare Terrain  (Read 1584 times)

drailgre

  • Bay Watcher
    • View Profile
Ruins As Rare Terrain
« on: September 23, 2010, 10:11:04 pm »

I say When also Make Ancient Ruins in game as a new terrain, and it would have specials properties ( like Fertility, or artifacts lying round place and evil creatures that lurk the surface!)and stuff and parts of buildings, floors, walls, etc all around that area.
« Last Edit: September 23, 2010, 10:12:38 pm by drailgre »
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #1 on: September 23, 2010, 10:39:19 pm »

The problem is that we want these ruins to actually occur through history rather then through nothingness.
Logged

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: Ruins As Rare Terrain
« Reply #2 on: September 24, 2010, 12:00:01 am »

Dunno about currently, but ruins have been in the game before.   You fight skeletons and zombies on 'em, and obviously in the future it'll be expanded.   They've been brought up many times, and are addressed both in the dev notes and in DF Talk.
Logged

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Ruins As Rare Terrain
« Reply #3 on: September 25, 2010, 06:39:07 pm »

Just out of curiosity which ruins do you mean stuff like temples of the elder Gods or ruined towns/mountain homes. THe later are already in the gameand you can embark on them.
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

Hyndis

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #4 on: September 28, 2010, 07:06:01 pm »

Just out of curiosity which ruins do you mean stuff like temples of the elder Gods or ruined towns/mountain homes. THe later are already in the gameand you can embark on them.

You generally need to dig down a bit to find them, but yes they are in game already.  ;)
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #5 on: September 29, 2010, 04:32:14 am »

ruined towns/mountain homes do happen after wars some time.
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Interus

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #6 on: September 29, 2010, 02:39:54 pm »

I had one game where I settled on an abandoned island with the intent of releasing about 50 dwarves into the wild(it worked, the legends said that a new band was formed when the fortress was abandoned, unfortunately I don't expect they'll do much) and while looking through the legends, it turns out there was an earlier dwarven civilization on that island with like one fortress that apparently just died out inexplicably.  I could find no mention of wars or anything in their history.  Maybe some more stuff like that?
Logged

Farthing

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #7 on: September 30, 2010, 05:51:33 pm »

I would ideally like to see these implemented as a expansion of the existing world generation mechanics. If a Civ dies out their buildings could remain in place, get eroded, filled with lava, covered in vines, etc. Evil environs would allow for zombies no?

612DwarfAvenue

  • Bay Watcher
  • Voice actor.
    • View Profile
    • TESnexus profile, has my voice acting portfolio.
Re: Ruins As Rare Terrain
« Reply #8 on: September 30, 2010, 10:36:53 pm »

Could also have it affect player's fortresses that have been abandoned for several years. In addition to the moss, walls ands supports could erode, causing cave-ins or floods in some areas, floor tiles placed on soil could also erode, or have grass grow back over them, allowing for plants and trees etc. to grow. Basically, if you're gonna reclaim, do it quick, otherwise you'll have a harder time getting things working again.
Logged
My voice acting portfolio.
Centration. Similar to Spacestation 13, but in 3D and first-person. Sounds damn awesome.
NanoTrasen Exploratory Team: SS13 in DF.

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: Ruins As Rare Terrain
« Reply #9 on: September 30, 2010, 11:01:08 pm »

I would ideally like to see these implemented as a expansion of the existing world generation mechanics. If a Civ dies out their buildings could remain in place, get eroded, filled with lava, covered in vines, etc. Evil environs would allow for zombies no?

Sans filled with lava, This is Already In the Game, as mentioned above.
Logged

Farthing

  • Bay Watcher
    • View Profile
Re: Ruins As Rare Terrain
« Reply #10 on: October 01, 2010, 12:51:49 pm »

I would ideally like to see these implemented as a expansion of the existing world generation mechanics. If a Civ dies out their buildings could remain in place, get eroded, filled with lava, covered in vines, etc. Evil environs would allow for zombies no?

Sans filled with lava, This is Already In the Game, as mentioned above.

Many thanks. I have never embarked anywhere that had ruins before, so I didn't know if these things were possible. Sometimes Dwarf Fortress is so deep its just hard to know what can and can't happen.