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Author Topic: Idea: Dwarf Fortress on Crack  (Read 3753 times)

Chevaleresse

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Idea: Dwarf Fortress on Crack
« on: September 07, 2014, 08:27:52 pm »

Dwarf Fortress from Scratch was pretty interesting to me, but I didn't want to get entangled in a game that had been running for a long time. This very shortly led to my idea: A succession fortress where each save file gets modded each time it gets passed on, resulting in ever-larger amounts of fun. Who's game?



The rules for this would be:
  • No mods that make the game trivially easy, i.e. making all dwarves have adamantine skin, [NOPAIN], et cetera.
  • No mods that instantly or near-instantly kill fortresses, such as cats suddenly being made of magma.
  • The mod should be an appreciable change, instead of something like giving elves slightly higher strength or something.
  • There should be a minimum of one addition and one modification of an existing feature for each pass.
  • Don't tell people about what you added for extra !!FUN!!.
  • Let's limit the amount of reactions added to 50 total, since entity changes require the world to be generated again. I'll add placeholder reactions into [ENTITY:MOUNTAIN] so they can be added to fortress mode.
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sonofperturabo

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Re: Idea: Dwarf Fortress on Crack
« Reply #1 on: September 28, 2014, 12:52:17 am »

PTW
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Bralbaard

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Re: Idea: Dwarf Fortress on Crack
« Reply #2 on: September 28, 2014, 01:48:34 am »

You know, after reading that title I was afraid this was going to be a variety of drunk fortress...
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evictedSaint

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Re: Idea: Dwarf Fortress on Crack
« Reply #3 on: September 28, 2014, 01:55:26 am »

You know, after reading that title I was afraid this was going to be a variety of drunk fortress...

I thought it was going to be a game modded to include narcotics.

Timeless Bob

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Re: Idea: Dwarf Fortress on Crack
« Reply #4 on: September 28, 2014, 02:22:07 am »

Placeholder workshops... now that's an interesting idea.  I wonder if you can set up 'placeholder' animals as well?  Can you imagine a "guided evolution" game where all the animals in the world start off as "a blob of protoplasm" but then have their files changed to something else as Players add their own distinct animals to the world?  Eventually the animals could become Peoples and the empty race slots could get filled (or the pre-existing "first race" would get a new caste of beings that looked and acted differently... certainly an interesting idea.)
« Last Edit: September 28, 2014, 02:29:15 am by Timeless Bob »
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Moon Label

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Re: Idea: Dwarf Fortress on Crack
« Reply #5 on: September 28, 2014, 01:08:20 pm »

I'd be interested.  Starting with a vanilla world and watching it morph into an alien environment.  Yes!
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Zanzetkuken The Great

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Re: Idea: Dwarf Fortress on Crack
« Reply #6 on: September 28, 2014, 01:11:48 pm »

You know, after reading that title I was afraid this was going to be a variety of drunk fortress...

I thought it was going to be a game modded to include narcotics.

I thought both of these things as well, but that I see what it is, I'd be interested in a turn.

I should mention, I think permitted reactions and permitted workshops don't require a regen of the world to show up in the game.
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4maskwolf

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Re: Idea: Dwarf Fortress on Crack
« Reply #7 on: September 28, 2014, 01:13:26 pm »

You know, after reading that title I was afraid this was going to be a variety of drunk fortress...
Same

Redzephyr01

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Re: Idea: Dwarf Fortress on Crack
« Reply #8 on: September 28, 2014, 05:34:41 pm »

PTW the carnage.
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zubb2

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Re: Idea: Dwarf Fortress on Crack
« Reply #9 on: September 28, 2014, 09:32:24 pm »

Placeholder workshops... now that's an interesting idea.  I wonder if you can set up 'placeholder' animals as well?  Can you imagine a "guided evolution" game where all the animals in the world start off as "a blob of protoplasm" but then have their files changed to something else as Players add their own distinct animals to the world?  Eventually the animals could become Peoples and the empty race slots could get filled (or the pre-existing "first race" would get a new caste of beings that looked and acted differently... certainly an interesting idea.)

This.
The evolving your world part.
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Chevaleresse

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Re: Idea: Dwarf Fortress on Crack
« Reply #10 on: September 28, 2014, 10:19:21 pm »

The problem with that is entity changes and stuff usually need a new world to be genned.

I like the blob of protoplasm idea. Anyone want to test whether newly permitted reactions and workshops will show up mid-game? Saves me about 200 extra lines in the raws.
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Re: Idea: Dwarf Fortress on Crack
« Reply #11 on: September 29, 2014, 12:38:41 am »

The problem with that is entity changes and stuff usually need a new world to be genned.

I like the blob of protoplasm idea. Anyone want to test whether newly permitted reactions and workshops will show up mid-game? Saves me about 200 extra lines in the raws.

new entities certainly need a new world to be genned, but replica entities might be able to be changed.  Suppose we had fifty or two hundred (or whatever) slots all filled with "a blob of protoplasm".  Make them all have the same stats of fluffy wamblers or something so that we know they'll survive world-gen.  Now, suppose after the game begins, we change the stats of one of the blobs of protoplasm to be some other creature instead?  It wouldn't actually be a "new" entity, just the same slot of entity with different stats...  (Basically the same idea as placeholder workshops, but with creatures instead.) 

I have no idea if this would work, but wouldn't it be cool if it did?
« Last Edit: September 29, 2014, 12:41:51 am by Timeless Bob »
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #12 on: September 29, 2014, 12:41:19 am »

To make this feasible, you need to add in several placeholder reactions, materials, interactions, and creatures that are initially blank but can be filled in after worldgen. Though any creature can be modded after worldgen as long as you don't change its vermin/nonvermin status.
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Timeless Bob

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Re: Idea: Dwarf Fortress on Crack
« Reply #13 on: September 29, 2014, 12:43:34 am »

To make this feasible, you need to add in several placeholder reactions, materials, interactions, and creatures that are initially blank but can be filled in after worldgen. Though any creature can be modded after worldgen as long as you don't change its vermin/nonvermin status.

OK, see, this is doable!  (Thanks, man.)  @Hugoluman:  How would we get placeholder races to work?  Multiple copies of races in the entity file maybe?
« Last Edit: September 29, 2014, 12:47:49 am by Timeless Bob »
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #14 on: September 29, 2014, 12:55:02 am »

I don't know if it would be possible. First, you'd need to stop the game from genning civs of the placeholders on initial gen, since they'd be blank and cause massive errors. If you could do that, then there'd still be no civs of those races with which to run fort mode. You might be able to get outsider adventurers out of those races, and maybe start a faction with them, but IDK if they'd be able to embark.

As per the first problem, perhaps you could make several copies each of the main races, discover which copied entry worldgen used (it might use multiple if there are multiple civs of the same entity type, in which case they'd technically be different species!) and use then overwrite the unused versions.
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