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Author Topic: Idea: Dwarf Fortress on Crack  (Read 3748 times)

Timeless Bob

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Re: Idea: Dwarf Fortress on Crack
« Reply #15 on: September 29, 2014, 01:02:39 am »

So to make that easier to tag and change - we could name the different copies of the original races "future1", "future2..." ect... and make them immortal but also unable to procreate (like a bronze colossus).  I think maybe several copies of sentient Giant Sponges able to spawn in any biome might be just what we're looking for.  We'd need to set up different site types so that goblin warrens, hillocks, elven trees, cities and kobold caves were already available to be built too...
« Last Edit: September 29, 2014, 01:11:41 am by Timeless Bob »
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #16 on: September 29, 2014, 01:04:05 am »

It all depends on how closely you want the initial world to resemble vanilla.
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Timeless Bob

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Re: Idea: Dwarf Fortress on Crack
« Reply #17 on: September 29, 2014, 01:13:17 am »

It all depends on how closely you want the initial world to resemble vanilla.

I figured if they were available, Players could choose to use them or not in their contributions to the "evolving game".
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Zanzetkuken The Great

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Re: Idea: Dwarf Fortress on Crack
« Reply #18 on: September 29, 2014, 05:58:53 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.

I'm not certain we need to have placeholder reactions, interactions, or materials.  If you want materials to gen within the earth, sure, but having them be products of reactions using others, I don't think it is necessary.  And since interaction changes are just creature modifications, I don't think those require a regen either.  Also, not every entity change to the entity requires a regen, and I think reactions are one of those that you can add or remove without a regen.
« Last Edit: September 29, 2014, 06:00:24 am by Zanzetkuken The Great »
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #19 on: September 29, 2014, 12:10:54 pm »

However, you need placeholders in order to add new reactions in without replacing existing ones, as new entries in the raws require a regen. With placeholders, you can mod in new things during play without having to overwrite existing functional ones.
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Timeless Bob

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Re: Idea: Dwarf Fortress on Crack
« Reply #20 on: September 29, 2014, 05:13:02 pm »

However, you need placeholders in order to add new reactions in without replacing existing ones, as new entries in the raws require a regen. With placeholders, you can mod in new things during play without having to overwrite existing functional ones.

So basically the slots for reactions and other goodies are fixed at world-gen, so if we want empty ones available, they have to exist before world-gen "bakes" them into permanence.  Is that what you guys are saying?
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #21 on: September 29, 2014, 05:28:35 pm »

Yes. This applies for everything there is raws for. Although, there is a lot of flexibility for defining materials within creatures.
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Chevaleresse

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Re: Idea: Dwarf Fortress on Crack
« Reply #22 on: September 29, 2014, 10:21:43 pm »

Oh yeah, since this'll probably span more than one fort if it gets off the ground, are there any mods we want to start with in particular? I'm thinking along the lines of making existing races playable (elf mode, cough cough); creatures can be tossed in later.
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MDFification

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Re: Idea: Dwarf Fortress on Crack
« Reply #23 on: September 29, 2014, 10:31:20 pm »

I think that evolving creatures as a game would make sense as a modding forum game as opposed to a succession fort.
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4maskwolf

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Re: Idea: Dwarf Fortress on Crack
« Reply #24 on: September 29, 2014, 10:32:53 pm »

I think that evolving creatures as a game would make sense as a modding forum game as opposed to a succession fort.
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Cptn Kaladin Anrizlokum

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Re: Idea: Dwarf Fortress on Crack
« Reply #25 on: September 29, 2014, 10:38:04 pm »

This sounds interesting, PTW.
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WillowLuman

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Re: Idea: Dwarf Fortress on Crack
« Reply #26 on: September 29, 2014, 10:41:38 pm »

Oh yeah, since this'll probably span more than one fort if it gets off the ground, are there any mods we want to start with in particular? I'm thinking along the lines of making existing races playable (elf mode, cough cough); creatures can be tossed in later.
Marking as playable is important, since that would probably require a regen.
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Chevaleresse

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Re: Idea: Dwarf Fortress on Crack
« Reply #27 on: September 29, 2014, 10:45:21 pm »

I've noticed that adding races that are INDIV_CONTROLLABLE to an entity does not require a regen, so if anyone ever wanted to do any adventure mode shenanigans we can lump them all into one entity.
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flame99

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Re: Idea: Dwarf Fortress on Crack
« Reply #28 on: September 30, 2014, 01:08:12 pm »

Damn, I was planning a succession game like this. PtW, and maybe join.
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Zanzetkuken The Great

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Re: Idea: Dwarf Fortress on Crack
« Reply #29 on: September 30, 2014, 01:11:57 pm »

I think that evolving creatures as a game would make sense as a modding forum game as opposed to a succession fort.

I'm going to clear the raws of a copy and start a thread for that if it hasn't been done.

Edit: Here it is
« Last Edit: September 30, 2014, 04:31:48 pm by Zanzetkuken The Great »
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