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Author Topic: Potential community fortress.  (Read 703 times)

Talanic

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Potential community fortress.
« on: February 08, 2013, 02:44:49 pm »

I've read a bunch of community forts, but alas, my computer just isn't good enough to handle them - the one time I tried, I was two or three overseers in and had no more than a dozen FPS.  An idea struck me the other night, though.

The dwarves arrive to an empty fortress, dug out but with nothing inside.  Clearly someone lived here - briefly, perhaps - but nobody is there anymore.  Nothing, not even bodies - just restless spirits.  Between overseers, the save gets passed back to me - and I perform some select modding to up the difficulty.  Anything from making picks unable to mine for a year to increasing the size of goblins, making a trade partner hostile, unleashing a plague or bringing in new invaders - I'm familiar enough with modding that I can probably do all of those, although I would have to prep the scene before generating the world.

Why would I do this, though?  Because I'm not playing as the dwarves.  I'm playing as the angry earth, the devouring thing in the darkness that consumed the previous inhabitants. 

If you think this is a good idea, go ahead and post - and perhaps suggest more ways to mess with the poor dorfs.  One catch is that nothing I do should require me to ever actually start the game (except to test the results of my tinkering - making sure it results in !Fun! rather than an instant game over).
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

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Slothman400

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Re: Potential community fortress.
« Reply #1 on: February 08, 2013, 07:38:16 pm »

Alternatively, people with bad computers who frequent the forum could set up a microfort game. 15 or 20 dwarves on a small embark could be an interesting game.

others ways to mess with the next player:
Identify the fort's greatest animal foe, then buff it in the RAWs.
Identify the fort's greatest non-grazer livestock, then add the grazer tag to it.
Turn off cave-ins, then wait until someone builds around the lack of cave-ins. Then turn them back on.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug!

Meph

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Re: Potential community fortress.
« Reply #2 on: February 08, 2013, 07:42:02 pm »

Quote
Anything from making picks unable to mine for a year to increasing the size of goblins, making a trade partner hostile, unleashing a plague or bringing in new invaders - I'm familiar enough with modding that I can probably do all of those, although I would have to prep the scene before generating the world.

As a modder myself I have to say that most of these things sound impossible in an already genned world. For people with slow PCs I made this: http://www.bay12forums.com/smf/index.php?topic=117954.0 Maybe its worth a try for you ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Talanic

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Re: Potential community fortress.
« Reply #3 on: February 08, 2013, 08:14:36 pm »

I know you, Meph - I used to be a regular on your Masterwork DF mod thread.  It's been months since I visited, but a good six months longer since I played non-Masterwork DF.  :)

I know that some things - like adjusting body types for creatures, adding in limbs, eyes, traits, etc - can (or could at one point) definitely be done post-world generation.  Others should work but require preparation.  I'm going to test it before I make any claims, but I suspect that you can change a substance post-generation such that it'll have syndromes - so long as those syndromes were present when you generated the world.  I also thought that removing the ability to speak would turn a trade partner hostile, but don't know. 

Bringing in new invaders is impossible without preparation - but having hostile invaders with no active season would make them not show up at the fort until modded in.

Edit:  I was able to add the Unstable Warpstone syndrome (from Masterwork) to Shale, in an already-embarked world, in a freshly-downloaded copy of the game.  Apparently syndromes can be modded in at any time, so long as you have a substance ready to evaporate.  Can check that one off the list.
« Last Edit: February 08, 2013, 09:30:30 pm by Talanic »
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!