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DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 04:18:41 pm »
Region preferably, it's just more fun to explore a fully open world than a bunch narrowly connected island continents (at least until boats and seafaring Fun are worked in), one full-sided ocean with however many partial-side oceans is acceptable. Remove the site and population caps (they're unnecessary) and leave the embark points, mineral scarcity, and civquantity at their defaults. I'd say the end year should be around 500, that way we have big bandit camps, well-developed civilizations with history, and plenty of monsters still around. Boost the night creatures(assuming their worldgen impact has been toned down in the next release)/demons/titans/megabeasts to compensate for the fact that we'll be killing a lot of them. Quadruple (at least) the number of Good and Evil squares for more embark variety. Increase the minimum volcanoes slightly for the heck of it.
Hiding historical events is completely up to you; it would make discovering things and looking at legends in general more fun, and I think there's a way to hide history after the world's been gen'd and its history checked (or regenning the world under the same seeds after you've looked at its history). Culling unimportant historical figures is better for larger worlds, though I'm not sure if it has any effect on adventure/dwarf mode (especially with history hidden). Making cave entrances visible, not sure about that; there doesn't seem to be any way to find hidden cave entrances beyond extreme luck, but there isn't much to do in caves anyway (although... you can embark over them).
Hiding historical events is completely up to you; it would make discovering things and looking at legends in general more fun, and I think there's a way to hide history after the world's been gen'd and its history checked (or regenning the world under the same seeds after you've looked at its history). Culling unimportant historical figures is better for larger worlds, though I'm not sure if it has any effect on adventure/dwarf mode (especially with history hidden). Making cave entrances visible, not sure about that; there doesn't seem to be any way to find hidden cave entrances beyond extreme luck, but there isn't much to do in caves anyway (although... you can embark over them).
DFHack also has a lair mode. I don't think creatures wander over sites anyways, so that won't matter. At least, I've never been attacked on any site, only in wilderness.I mean the creatures that spawn inside the fortress for the sake of adventure mode. I left a crippled goblin soldier at a fortress entrance; when I was leaving, I found 6 troglodytes and a pair of trolls from the nearby mine entrance beating on him. (this was after I supposedly killed everything in the mines)