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Author Topic: 2 week advancment after choosing embark  (Read 1604 times)

tuypo1

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2 week advancment after choosing embark
« on: July 12, 2014, 03:14:12 am »

i think it would be nice if in fort mode the 2 week advancement happened after you set out that way you wont know exactly whats going on when you arrive and on that note it might be a good idea to have the time be based on distance from the mountainhome to represent the time taken during the journey to the embark site
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Deepblade

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Re: 2 week advancment after choosing embark
« Reply #1 on: July 12, 2014, 06:32:25 am »

After a journey of almost 3 weeks, the new overseer has arrived in "AssuredDestruction", the Dwarven fortress built on a Terrifying Glacier, only to find that the initial band of 7 is busy eating the last one among them that is actually alive.

Some embarks your dwarves just can't seem to manage 5 seconds by themselves without dying.
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tuypo1

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Re: 2 week advancment after choosing embark
« Reply #2 on: July 18, 2014, 03:12:57 am »

it just occurred to me this could work in adventure mode also its implied it took you a long time to get your equipment together
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tuypo1

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Re: 2 week advancment after choosing embark
« Reply #3 on: August 26, 2014, 01:14:25 am »

thinking about it i would think that the speed of travel would be based on the speed that wagons move at also it might be interesting if there is friendly settlements in the path of the embark group if they can gather info from them during there journey
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Iceblaster

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Re: 2 week advancment after choosing embark
« Reply #4 on: August 26, 2014, 12:10:17 pm »

Meh.

Elaboration is key on something like this.

If you're talking about your supplies being used and such on a trip, my headcanon is that it's always what's left over from the trip and not what they initially brought.

If you're talking about things happening on the way, like in the post above this one, then I dunno. DF 2014 takes a lot of time to load as is, I don't think running checks for friendly settlements and finding a path to it(What if you chose an island in the middle of nowhere ocean?) would make it any shorter :P

tuypo1

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Re: 2 week advancment after choosing embark
« Reply #5 on: August 26, 2014, 09:49:36 pm »

Meh.

Elaboration is key on something like this.

If you're talking about your supplies being used and such on a trip, my headcanon is that it's always what's left over from the trip and not what they initially brought.

If you're talking about things happening on the way, like in the post above this one, then I dunno. DF 2014 takes a lot of time to load as is, I don't think running checks for friendly settlements and finding a path to it(What if you chose an island in the middle of nowhere ocean?) would make it any shorter :P
indeed it would be quite slow
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Chevaleresse

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Re: 2 week advancment after choosing embark
« Reply #6 on: August 27, 2014, 01:18:48 am »

Meh.

Elaboration is key on something like this.

If you're talking about your supplies being used and such on a trip, my headcanon is that it's always what's left over from the trip and not what they initially brought.

If you're talking about things happening on the way, like in the post above this one, then I dunno. DF 2014 takes a lot of time to load as is, I don't think running checks for friendly settlements and finding a path to it(What if you chose an island in the middle of nowhere ocean?) would make it any shorter :P
indeed it would be quite slow

Lies. It is a known fact that dwarven wagons are equipped with warp drives and teleportation.
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tuypo1

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Re: 2 week advancment after choosing embark
« Reply #7 on: August 27, 2014, 01:27:33 am »

Meh.

Elaboration is key on something like this.

If you're talking about your supplies being used and such on a trip, my headcanon is that it's always what's left over from the trip and not what they initially brought.

If you're talking about things happening on the way, like in the post above this one, then I dunno. DF 2014 takes a lot of time to load as is, I don't think running checks for friendly settlements and finding a path to it(What if you chose an island in the middle of nowhere ocean?) would make it any shorter :P
indeed it would be quite slow

Lies. It is a known fact that dwarven wagons are equipped with warp drives and teleportation.
except it is explicitly stated that the journey from the mountianhome is a long one.
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Timeless Bob

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Re: 2 week advancment after choosing embark
« Reply #8 on: August 27, 2014, 02:20:25 am »

Personally, I'd love an adventure mode journey with six other caravan companions that has a two week time limit.  The Player would start in a populated area of your civ and have two weeks to get to your embark.  Each day, the caravan stops and a scene of you and your six companions, the wagon/s, wagon-beasts and so on, all next to a camp fire shows while they sleep.  Adventure-mode interactions would still happen and the caravan members might have to fight off beasts, bandit ambushes and the like, possibly losing individuals on the journey. (An option of loading their corpses onto the wagon or burying them under a stone cairn using a "3 - hour wait" before continuing on would be nice too.)

Where-ever the group ends up after two weeks becomes the center of the embark (which does away with the 16x16 embark screen restriction).  Possibly have the "x" menu for the expedition leader also include a "we've arrived! We embark here." option which ends the two-week timer early, "retires" the expedition leader and his/her companions at the new embark and begins the fortress aspect of the game.
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Bumber

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Re: 2 week advancment after choosing embark
« Reply #9 on: August 27, 2014, 07:27:43 pm »

Personally, I'd love an adventure mode journey with six other caravan companions that has a two week time limit.  The Player would start in a populated area of your civ and have two weeks to get to your embark.  Each day, the caravan stops and a scene of you and your six companions, the wagon/s, wagon-beasts and so on, all next to a camp fire shows while they sleep.  Adventure-mode interactions would still happen and the caravan members might have to fight off beasts, bandit ambushes and the like, possibly losing individuals on the journey. (An option of loading their corpses onto the wagon or burying them under a stone cairn using a "3 - hour wait" before continuing on would be nice too.)

Where-ever the group ends up after two weeks becomes the center of the embark (which does away with the 16x16 embark screen restriction).  Possibly have the "x" menu for the expedition leader also include a "we've arrived! We embark here." option which ends the two-week timer early, "retires" the expedition leader and his/her companions at the new embark and begins the fortress aspect of the game.
Why limit it to two weeks? Go as long as you can keep your dwarves alive.
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Migue5356

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Re: 2 week advancment after choosing embark
« Reply #10 on: August 27, 2014, 08:15:30 pm »

Personally, I'd love an adventure mode journey with six other caravan companions that has a two week time limit.  The Player would start in a populated area of your civ and have two weeks to get to your embark.  Each day, the caravan stops and a scene of you and your six companions, the wagon/s, wagon-beasts and so on, all next to a camp fire shows while they sleep.  Adventure-mode interactions would still happen and the caravan members might have to fight off beasts, bandit ambushes and the like, possibly losing individuals on the journey. (An option of loading their corpses onto the wagon or burying them under a stone cairn using a "3 - hour wait" before continuing on would be nice too.).

"Urist McCompanion has died of dysentery."
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Bumber

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Re: 2 week advancment after choosing embark
« Reply #11 on: August 27, 2014, 08:57:53 pm »

Personally, I'd love an adventure mode journey with six other caravan companions that has a two week time limit.  The Player would start in a populated area of your civ and have two weeks to get to your embark.  Each day, the caravan stops and a scene of you and your six companions, the wagon/s, wagon-beasts and so on, all next to a camp fire shows while they sleep.  Adventure-mode interactions would still happen and the caravan members might have to fight off beasts, bandit ambushes and the like, possibly losing individuals on the journey. (An option of loading their corpses onto the wagon or burying them under a stone cairn using a "3 - hour wait" before continuing on would be nice too.).

"Urist McCompanion has died of dysentery."
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THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

tuypo1

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Re: 2 week advancment after choosing embark
« Reply #12 on: August 27, 2014, 08:59:19 pm »

Personally, I'd love an adventure mode journey with six other caravan companions that has a two week time limit.  The Player would start in a populated area of your civ and have two weeks to get to your embark.  Each day, the caravan stops and a scene of you and your six companions, the wagon/s, wagon-beasts and so on, all next to a camp fire shows while they sleep.  Adventure-mode interactions would still happen and the caravan members might have to fight off beasts, bandit ambushes and the like, possibly losing individuals on the journey. (An option of loading their corpses onto the wagon or burying them under a stone cairn using a "3 - hour wait" before continuing on would be nice too.).

"Urist McCompanion has died of dysentery."
you know ive never actually played the oregon trail

(i wish that the azeroth trail had not being an april fools joke
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GavJ

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Re: 2 week advancment after choosing embark
« Reply #13 on: August 27, 2014, 11:26:09 pm »

Quote
my headcanon is that it's always what's left over from the trip and not what they initially brought.
That's not headcanon, that's just regular canon. It says this in the little blurb that comes up when you arrive.
"There are almost no supplies left..."
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