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DF General Discussion / Re: Future of the Fortress
« on: April 06, 2023, 01:17:19 am »Is there a possibility of getting starting scenarios or human/elf/goblin "forts" before the map rewrite? How much have you thought about this and how much might these be differentiated from dwarf mode? These can be modded in fairly easily but it's just dwarf mode in a fancy hat; is properly intergrating non-dwarf forts "low-hanging fruit" or do you intend to modify the gameplay enough that it's a bigger job?The "low hanging fruit" version of non dwarf fortresses is the modding that's currently possible, and, as mentioned, it's rather unsatisfactory. I don't agree with @Voliol, though, as non dwarven forts ought to appear in the Myth & Magic arc. As that arc intends to support mundane worlds (i.e. no dwarves), it has to support human fortresses at the very minimum, and it also has to support any playable race generated by more extreme settings. At that point, it's a fairly small step to require it to support any civilization capable race (not that multi race support is small, but the step from supporting all generated "primary" races with all their variations, to supporting "secondary" ones as well is probably small, and at that point the distinction disappears: any generated civ building race would be available for starting race selection).
Note that this isn't necessarily going to be present at the first release of the arc, but may be improved gradually. I could imagine a process where the first release only implements the current mundanity setting and only have dwarves playable with the following releases focusing on some other aspect such as magic. In a later sub arc fully mundane humans might be introduced (beside the dwarves), followed by the gradual implementation of varying mundanity levels, for instance.
In that framing, the fortress would be the current generic "new colony of unspecified kind" scenario, where the difference would be in what race you play (which should influence what buildings look like, at least graphically, and what the race can produce from its workshops as a minimum: it might also affect mining and tree house construction, for instance). Starting scenarios, on the other hand, would deal with how the fortress relates to its parent civ, playing differently based on its type. That, in turn, may involve different restrictions for different races (you'd hardly set up an elven logging camp, for an obvious example). Starting scenarios might add and remove capabilities to fortresses beyond the race ones when they are implemented.
