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CountingWizard
Jul 6, 2004
I still have my developer's Dwarf Fortress crayon drawing framed in my office. I always come back to this game, but man I wish I had like a week off to just dig into the game again.

My usual strategy is to expedition like 3 or 4 times to a location and dig out and construct as much as I can before winter, then let them die out and resettle it the following year. By the fourth time I usually have enough storage and workshop space to let my dwarves work so that we have food and alcohol for the winter, and so I can trade for everything I'm short on by the time the caravans come.

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CountingWizard
Jul 6, 2004

PleasingFungus posted:

why not just settle it once, and then, not let any dwarves die, instead.

Because I am a death god that demands a steady stream of dwarven corpses. My favorite settlement ever involved a small unassuming fishing village that remained small and peaceful because the immigrants would get drowned in the basement aquifer when they inevitably registered for citizenship at the Immigration Office, where the floor would fall out from under them.

Also because gently caress pausing to micromanage every couple of minutes to make sure I'm using my dwarves the most efficiently.

CountingWizard
Jul 6, 2004

Schnedwob posted:

You can, there's even a version for the most recent release.


Okay, glad I'm not the only one who calls it that. I just use a floor lousy with spike traps. Then, I forbid the corpses, let my dwarves rifle through their clothes/possessions/poo poo, and pull a lever that sends water through the room and out down into the caverns. Squeaky clean.

I like to watch the Dwarves I drop in the water panic in horror when they realize they are swimming in flesh soup from all the rotting corpses in the water.

CountingWizard
Jul 6, 2004

In Training posted:

I don't like the changes they made past 0.9.

To be honest I don't really find adventurer mode to be very fun. The game world is just too large and there isn't enough "AI do this for me" commands to speed things along. I just find there are too many options for combat actions.

I wish they would replace Adventure mode with a Classic DF mode where you dig into a mountain and do have a Z-axis. When he did away with that, I feel like it made my games hit or miss whether I would eventually find something interesting while digging.

I would also like for a Kingdom management layer to Dwarf Fortress given the state of the game right now, with the ability to move units across roads or underground cavern networks. I'm working with a pal on modifying the original whitebox/little brown book D&D system to meld seamlessly with the mass combat rules of Delta's book of war, and I think it could work for a system like DF too.

Basically:
  • A unit is composed of 10 of the same creatures.
  • There are no hp, instead a unit can be wounded up to its Hit-Die (HD).
  • A creature that is HD/level 8 or higher can stand on its own as a combat unit, and is able to take 1 wound for every 10 HD the creature possesses.
  • Every +3 in bonuses converts to +1 bonus in mass combat.
  • Every 3HD a unit of creatures (not individual) possesses, provides +1 to attack.
  • Every 1d6 of damage a creature causes equals 1 wound it causes if it hits.
  • Instead of rolling a 1d20 to hit, in mass combat you roll a d6 and add your attack bonus.
  • To hit a unit with No Armor = 3, Leather = 4, Chain = 5, Plate = 6, Negative AC = 7; with negative AC being invincible vs. attacks that have no bonuses.
  • All Units attack and wound simultaneously.
  • At the end of each turn of mass combat, there are 3 rounds of D&D combat if two or more characters are engaged in combat against each other, or if players just want to engage a dangerous monster as a D&D group rather than with their army units.
  • Characters can embed with a unit and lead it, granting an extra attack if they are large enough to stand alone, or granting an attack bonus of +1 or +2 to the unit depending on level. (Also +1 to morale).

There is a bit more than that, but we are playtesting right now to work out the kinks and speed gameplay. I'm sure you could scale this system up to proper army sizes of 100 creatures in a unit, and disallow stand-alone units.

CountingWizard fucked around with this message at 20:00 on Aug 4, 2015

CountingWizard
Jul 6, 2004

FactsAreUseless posted:

There is a bit more than that, but

The "bit more than that" part is: what triggers morale checks, and what is the order of operations for resolving a mass combat turn.

I'm not entirely sure I've ever posted in the Imp Zone before, so I'm not really sure its the appropriate place to even explain the system. I was just showing that it could be possible for Dwarf Fortress to aggregate it's detailed mechanics into larger scale gameplay. But gently caress if that will ever happen, given that Toady decided to continue simulating the entire population limit of 3,000 dwarves right down to bone, blood, and muscle for the tiniest body parts; along with each dwarf's thoughts, likes, and dislikes. what each of their individual farts smells like.

CountingWizard fucked around with this message at 20:39 on Aug 4, 2015

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