Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: frodo0800 on July 23, 2011, 08:42:58 am

Title: Continue history option
Post by: frodo0800 on July 23, 2011, 08:42:58 am
you just abandoned your fort and tired of the same world with the same old gobbos, so I suggest the Continue history button, after you press the start playing button ,in the lower part of the map screen a new option would be there would be like this:
[C] CONTINUE HISTORY press it, then this would appear
[A] 250 years  [B ] 500 years [C] 1000 years [D] Custom
After selecting the amount of years a warning would pop up saying about the risks of civilizations disappearing and being conquered
Y/N?
Then the history of the world would continue and if a big event happens like an civ being conquered it would pause zoom and show the description.
I don’t know what changes on the game codes would be necessary  to make it happen, it’s just an suggestion


Title: Re: Continue history option
Post by: IT 000 on July 23, 2011, 09:47:05 am
Toady Has talked about this before. I can't find the exact quote right off hand, it was in one of the DFtalks. But basically once a world was converted for dwarf fortress mode (at the end of world gen) it would be very difficult to convert it back to history mode.
Title: Re: Continue history option
Post by: GreatWyrmGold on July 23, 2011, 09:57:30 am
If Toady could figure out some way to only un-stasis what needs to be un-stasised and convert an un-stasised site (e.g. an abandoned fort) into a stasised one, it would be possible, but I have no doubt that that would require far more effort than it sounds like.
Title: Re: Continue history option
Post by: Reverie on July 23, 2011, 09:59:40 am
Toady Has talked about this before. I can't find the exact quote right off hand, it was in one of the DFtalks. But basically once a world was converted for dwarf fortress mode (at the end of world gen) it would be very difficult to convert it back to history mode.
The history mode would never have left! Just implanting fortress events into history and letting it run where it left off does not seem so daunting as converting Fortress mode into the History mode...
Title: Re: Continue history option
Post by: frodo0800 on July 23, 2011, 10:39:34 am
i didn't knew that the world had 2 or more modes, for me it was just "the world",can you please explain i'm curious
Title: Re: Continue history option
Post by: RabidAnubis on July 23, 2011, 12:10:00 pm
Heard of the butterfly effect?
Title: Re: Continue history option
Post by: frodo0800 on July 23, 2011, 12:17:38 pm
LOL
Title: Re: Continue history option
Post by: RabidAnubis on July 23, 2011, 12:47:47 pm
You may think it is funny, but having one fort that lasted a year may change the whole course of history! 

Your fort had 7 dwarves.

Those 2 miners weren't at the capitol.

Now those 2 miners couldn't mine out 50 rocks for the wall at the capitol.

Because of this, the masons had to travel over 20 more spaces in order to get the stone to set up the wall fortifiction.

This caused a 10 minute delay, allowing an assassin in who murdered a guard, before getting imprisoned, all because a fortification wasn't there.

Because the guard wasn't there, a person had to replace him.  This person would have made a cheap artifact instead, but due to the military it was delayed.

Because the artifact wasn't there, the foreign buyer didn't waste his money on it, meaning he has 2400 dwarf bucks.

Then a war comes along and because one side had 2400 more dwarf bucks, that means 500 more were in the banks because of the tax on it.

With that five hundred they bought a catapult, hitting the wall down, allowing them to storm the city.

Of course, if ANY of those things had happened differently, it would have turned out to a completely different story, they could have drafted someone else. You could have picked a different civilization.  The assassin may have been stopped by a goblin.  But no, because of what you did, you just changed history!
Title: Re: Continue history option
Post by: GreatWyrmGold on July 23, 2011, 07:25:12 pm
Except that the miners would be spawned ex nillo or however the HFS you spell it.
Title: Re: Continue history option
Post by: RAKninja on July 23, 2011, 08:06:28 pm
i believe this is already on the devlist.

hrm, not explicitly stated as such, possible candidates are vaguely worded.

i would be considerably amazed if toady did not plan on eventually allowing constant events, given his goal of a "living, breathing world"
Title: Re: Continue history option
Post by: Putnam on July 23, 2011, 10:48:27 pm
i believe this is already on the devlist.

hrm, not explicitly stated as such, possible candidates are vaguely worded.

i would be considerably amazed if toady did not plan on eventually allowing constant events, given his goal of a "living, breathing world"

Release 5 of the current arc. (http://www.bay12games.com/dwarves/dev.html)
Title: Re: Continue history option
Post by: RAKninja on July 23, 2011, 11:43:28 pm
i believe this is already on the devlist.

hrm, not explicitly stated as such, possible candidates are vaguely worded.

i would be considerably amazed if toady did not plan on eventually allowing constant events, given his goal of a "living, breathing world"

Release 5 of the current arc. (http://www.bay12games.com/dwarves/dev.html)
the very thing i was looking at, though a few notes down has me wondering if this is just for animal migrations and economics, rather than actual worldgen style events.
Title: Re: Continue history option
Post by: antymattar on July 24, 2011, 01:46:00 am
I would want this allong with my leave the for running option
Title: Re: Continue history option
Post by: frodo0800 on July 24, 2011, 08:16:28 am
Because the guard wasn't there, a person had to replace him.  This person would have made a cheap artifact instead, but due to the military it was delayed.
i've seen recruits entering moods while in traning,and they're where active on the military screen.
Title: Re: Continue history option
Post by: frodo0800 on July 24, 2011, 08:20:04 am
i believe this is already on the devlist.

hrm, not explicitly stated as such, possible candidates are vaguely worded.

i would be considerably amazed if toady did not plan on eventually allowing constant events, given his goal of a "living, breathing world"

Release 5 of the current arc. (http://www.bay12games.com/dwarves/dev.html)

From the devlog:
Quote
•Release 5
•Changing populations, food use and other world gen stuff moved to actual play
there isn't much info related to the original question,i've read that log a thousand times and i've never saw something that looks like my suggestion
Title: Re: Continue history option
Post by: frodo0800 on July 24, 2011, 08:48:04 am
if we mix this suggestion,"leave the fort {name} running" and the ship ideas,then we could have ship bulding on player made forts!

WOOOOOOOOOW!
Title: Re: Continue history option
Post by: n4m3l3ss on February 05, 2016, 10:17:46 am
Good idea.

With CONTINUE HISTORY, I can start in an extremely dangerous world in year 100, where my dwarven civilization is on the brink of destruction. Then I could build one fort with excellent defenses, retire it, and let history continue for hundreds of years. Soon, my fort will be the only surviving member of its ancient civilization.

Or I could just have the world populations move around a bit, because I've killed everything off around my fortress.
Title: Re: Continue history option
Post by: Libash_Thunderhead on February 06, 2016, 03:29:05 am
Good idea.

With CONTINUE HISTORY, I can start in an extremely dangerous world in year 100, where my dwarven civilization is on the brink of destruction. Then I could build one fort with excellent defenses, retire it, and let history continue for hundreds of years. Soon, my fort will be the only surviving member of its ancient civilization.

Or I could just have the world populations move around a bit, because I've killed everything off around my fortress.

Siege outcome in history mode is randomly decided, so your excellent defenses don't mean much (if any).
I once had a fort filled with legendary warriors but after I retired it, it was taken by another civ. Most of the soldiers were kept alive and joined their force.
Title: Re: Continue history option
Post by: Deboche on February 06, 2016, 08:35:54 am
I'm kinda hoping some breakthrough technology will enable a new generation of supercomputers where a huge world can run like a dwarf fortress from year 1, no "history mode".
Title: Re: Continue history option
Post by: n4m3l3ss on February 06, 2016, 09:43:44 am

Siege outcome in history mode is randomly decided, so your excellent defenses don't mean much (if any).
I once had a fort filled with legendary warriors but after I retired it, it was taken by another civ. Most of the soldiers were kept alive and joined their force.


Interesting. Could a fort also get conquered during history if it is built on some island or on some faraway glacier?
Title: Re: Continue history option
Post by: Shonai_Dweller on February 06, 2016, 03:24:08 pm
The nearest thing that hints to it is something about settling down your adventurer then playing as his descendents at a later time. Although, it's not quite clear if Toady just meant go play fortress for 50 years then come back.

When asked in FOTF, he's said it's very, very complex to get the world back into worldgen once it's started.

Would love to see this one day though. Make some artifacts in a fortress. Abandon, add 1000 years of history then go see if you can locate then all again. Track down the Kobolds, dragons and other criminals who've stolen them over time.
Title: Re: Continue history option
Post by: Bumber on February 06, 2016, 07:23:24 pm
The nearest thing that hints to it is something about settling down your adventurer then playing as his descendents at a later time. Although, it's not quite clear if Toady just meant go play fortress for 50 years then come back.
I think there was something about time skips in adventure mode with regards to training under somebody. I'm not sure it would be any faster than retire→unretire→repeat, however.
Title: Re: Continue history option
Post by: Libash_Thunderhead on February 07, 2016, 03:11:28 am
Interesting. Could a fort also get conquered during history if it is built on some island or on some faraway glacier?
I'm not sure but I think the offending force must be able to reach your site, so island is safe. But it is pointless since you won't have fun doing that.

Anyway, it is hard to determine whether your defenses are strong without actually simulating the battle (traps placement, fortification, soldiers, etc).
Title: Re: Continue history option
Post by: Chevaleresse on February 09, 2016, 06:55:46 pm
That gives me an idea, actually. Maybe an "enable advanced battle simulation" option that stops and simulates each battle fort mode style.

Obviously this would make worldgen take AGES but might make war a lot more realistic.
Title: Re: Continue history option
Post by: Reverie on February 09, 2016, 07:07:41 pm
Oh wow, blast from the past! This thread is almost five years old, guys.
Title: Re: Continue history option
Post by: RandomizedThinker on February 10, 2016, 04:24:11 pm
Oh wow, blast from the past! This thread is almost five years old, guys.
i wonder if n4m3l3ss up there noticed
Title: Re: Continue history option
Post by: Shonai_Dweller on February 10, 2016, 05:44:27 pm
Oh wow, blast from the past! This thread is almost five years old, guys.
And this is the suggestions forum. There's no point in starting a new topic if you're just adding ideas for the same suggestion no matter how old it is.
Quote
Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old.  However, please do not bump threads just to show support.