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Author Topic: Embark From The Mountainhomes  (Read 1868 times)

GenericUser

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Embark From The Mountainhomes
« on: August 05, 2018, 08:35:26 pm »

This would probably go better once there are embark scenarios, but currently, when you embark, the message says “After a long journey from the mountainhomes”

Because of this, it would make sense that once you become the mountainhomes, you can send out an expedition to start new fortresses, and maybe come along.

You would choose 7 dwarves, who would probably be unmarried. And you can build a wagon and select how to pack it.

Of course, to make it balanced, there have to be caps on what you can bring. I suggest using a combination of weight limits and value limits. Perhaps you can only send away 5% of your fort’s wealth.

This is meant to be so that you can gather and bring the items that you want, but still not make it overpowered. (So you can finally bring a pet unicorn along)

As for the matter of Artifacts, if they’re a heirloom or personal treasure of the dwarf that’s going along, then they can bring it. But, otherwise, the artifact stays with the fort.

It should be given that you can’t send nobles. Perhaps new outposts that you don’t go along with can be economically linked until they get their own hillocks.
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eerr

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Re: Embark From The Mountainhomes
« Reply #1 on: August 05, 2018, 09:35:38 pm »

'Embarking from a player-controlled fortress' is a popular request.

It's not a bad idea.
Could you summarize things you want most from this suggestion?

Note that you can sort-of embark from a fortress.
If you choose adventure mode, and maybe gather some people, you can make a log-cabin shack.
Then claim it in your name.



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GenericUser

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Re: Embark From The Mountainhomes
« Reply #2 on: August 06, 2018, 08:28:14 am »

In order of preference:
  • Commission expeditions to start new fortresses
  • To have an option of going with them, and bring whatever you want, within reason
  • Select who could be sent
  • Economic linkage until they become a barony
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SixOfSpades

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Re: Embark From The Mountainhomes
« Reply #3 on: August 09, 2018, 04:50:04 am »

Not entirely off-topic, just a few ideas I think would help improve embarking in general.

1) After selecting the embark site, the dwarves are selected from those already living in the Mountainhome (or wherever you're embarking from) that choose to make the journey. Factors such as a high population will increase the size of your potential selection pool, while factors such as long travel distance or harsh destination conditions will decrease it.
2) Depending on the embark scenario and other conditions, you should be able to plan all of the migrants for your first year, and specify which wave each one will be in. For instance, you could embark with all Miners, who get the place ready just in time for the Planters, Brewer, & Woodcutter scheduled to arrive in the summer, while the crafters like Carpenter, Mason, Bone Carver, etc. all wait until autumn.
3) A slightly better mechanism for reducing the number of "higher-end" laborers among the procedurally-generated dwarf citizens: When the game is assigning the skills that each dwarf knows, make it impossible for any dwarf to learn a skill that depends upon the product of another skill (e.g., the way that Tanner depends upon Butcher), unless someone in that specific dwarf's family already has that lower-level labor. So, Rovod can't become a Wax Worker until some relative becomes a Beekeeper first, which they can do because Aunt Tholtig is already an Adequate Grower. Stinthad can take a level of Fisherdwarf and then a level of Fish Cleaner. You don't become a Gem Setter without a Gem Cutter for a big sister to give you a nice family discount. Etc.
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Re: Embark From The Mountainhomes
« Reply #4 on: August 22, 2018, 01:02:18 pm »

I think this could relatively easily be cobbled together from the Caravan and Squad menus/graphics:

If an option is added to the Trade Depot to "Found an Expedition",  which ques a menu like the "military squad" menu, allowing members of the fort to be chosen as the initial seven outpost members, (the "Squad Captain" position becoming the "Expedition Leader").  Once the seven are chosen, that ques a "Trade Caravan"-like menu where items from the fortress are "given" to the Expedition.  The value of the Fortress is decreased in a similar manner to the Trade Caravans, and the weight limits for a wagon are calculated as well. No limits on how much can be given to the Expedition, just on how much can be carried by a wagon.  Once all the items have been chosen for the Expedition to take, the weight limits are calculated, and however many multiples of the wagons are then cued as as Carpentry jobs at the Trade Depot
Spoiler (click to show/hide)
, which in turn makes the number of wagons required to haul all of the stuff at the usual 3 logs per wagon. Then there's a prompt that asks if you'd like the Expedition to embark and retire the current fort? (y/n).  "Yes" pulls up the overland screen used in choosing where the Expedition should be going, which also uses a basic fill function to "red" out any place inaccessible to the current fortress.  Players scroll the blinking X over to where they want their new Outpost to be within the non-red areas, and that same fill function should be able to plot the shortest possible path to that destination.  Once the site (and site name) of the new Outpost is chosen, that begins the "pack-up" phase usually used for the Caravans, where they eventually move off the edge of the screen.

I see two options from the point at which the old fortress has been retired:
1) An "Adventure mode" Fast-travel screen which plots the movement of the entire expedition with the singular goal of getting them and their wagons to the new Outpost site.  As in "Adventure mode", there would be the ability to "d" stop and enter adventure mode proper, except the "hero" would this time be an immobile wagon (the "head" wagon - all others would also be immobile, but not part of that entity) and the seven members of the expedition would function as "companions".  Obviously, encounters might cause stress or even the death of members of the Expedition during the journey (corpses stored in the wagon), but so long as at least one of the Expedition is alive, the "The Expedition to <insert name here> has failed" end-screen.  Wagons will never "d" stop inside buildings, nor on top of them, so I'd actually think that they'd only be able to "d" stop while on a road/path indicator while in an area with buildings.  Once the Expedition finally gets to the required spot, then the game is cued to the beginning Fortress screen, only changing "from the Mountainhomes" to "from <insert originating Fortress name here>" and the new Fortress then can commence as usual in Fortress mode. Caveat: The wagons would most probably not move nearly as quickly as individual adventurers.  Maybe taking x10 or even x20 as many time units per movement. Stores from the Wagons would need to be able to be eaten by members of the Expedition - the ability to deduct stores (and the addition of any loot gained along the way) from an Expedition would need to be implemented.

2) Just skip the "Adventurer Mode" bit and go directly to the new Fortress site after the usual 2 weeks travel time.
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eerr

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Re: Embark From The Mountainhomes
« Reply #5 on: August 27, 2018, 07:46:44 pm »

To caulk or to ford.

You make the (probably wise) decision to leave a suggestion.

What I want most, this trip, could feel meaningful. In Super Amazing Wagon Adventure, characters have mini solo-adventures. So when you aren't running the wagon, something meaningful can happen.

New romance, lost someone to a beast, get robbed, or discover a new pet.
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NEANDERTHAL

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Re: Embark From The Mountainhomes
« Reply #6 on: September 26, 2018, 03:34:20 pm »

Note that the embark message mentions "supplies are almost gone", so a player should have to provide rations for expedition and animals, more if they have to lug more weight. That would be better than some arbitrary limit on cargo amount. The starting seven aren't military dwarves; they're not going to just head miles into the wilderness, taking it tough and trudging along. You gotta convince them to go. With food.
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Shonai_Dweller

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Re: Embark From The Mountainhomes
« Reply #7 on: September 26, 2018, 09:56:21 pm »

Note that the embark message mentions "supplies are almost gone", so a player should have to provide rations for expedition and animals, more if they have to lug more weight. That would be better than some arbitrary limit on cargo amount. The starting seven aren't military dwarves; they're not going to just head miles into the wilderness, taking it tough and trudging along. You gotta convince them to go. With food.
Well, the embark message also says "it is Spring", regardless of when you embark, so I think we can safely say it will be replaced entirely when alternative types of embark are possible.
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Lestrage

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Re: Embark From The Mountainhomes
« Reply #8 on: November 03, 2018, 02:10:08 pm »

also It would be nice if you can play along the journey to the new settlement region. There can be some path calculated (or selected) from the original mountainhome to the selected site, maybe you can play along all the way, or only a handful of path segments going over important points (or special journey events are fired which gives you journey scenario).

You would have to manage your food and water, avoid danger from beasts and armies beasts, deal with bandits, scavenge resources along the way, deal with weather. Possibly you could collect artefacts and valuable resources that could kickstart your fort. (Or find out parts of the story lines that are happening in the world).

Possibly you could recruit more people or get people to tag along the way, or some of your expedition group may be hurt or die.
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Azerty

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Re: Embark From The Mountainhomes
« Reply #9 on: November 03, 2018, 02:48:15 pm »

also It would be nice if you can play along the journey to the new settlement region. There can be some path calculated (or selected) from the original mountainhome to the selected site, maybe you can play along all the way, or only a handful of path segments going over important points (or special journey events are fired which gives you journey scenario).

You would have to manage your food and water, avoid danger from beasts and armies beasts, deal with bandits, scavenge resources along the way, deal with weather. Possibly you could collect artefacts and valuable resources that could kickstart your fort. (Or find out parts of the story lines that are happening in the world).

Possibly you could recruit more people or get people to tag along the way, or some of your expedition group may be hurt or die.

A la Oregon Trail?

It might obligate to rework on the embark screen, by making the player have to take fit fighters and weapons.
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Re: Embark From The Mountainhomes
« Reply #10 on: November 04, 2018, 12:51:43 pm »

(Beekeeping doesn’t require Farming (Fields)...)
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SixOfSpades

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Re: Embark From The Mountainhomes
« Reply #11 on: November 04, 2018, 06:34:10 pm »

. . . When the game is assigning the skills that each dwarf knows, make it impossible for any dwarf to learn a skill that depends upon the product of another skill (e.g., the way that Tanner depends upon Butcher), unless someone in that specific dwarf's family already has that lower-level labor. So, Rovod can't become a Wax Worker until some relative becomes a Beekeeper first, which they can do because Aunt Tholtig is already an Adequate Grower.

(Beekeeping doesn’t require Farming (Fields)...)
Strictly speaking, no it doesn't, but it's the Grower--and even more so, the Herbalist--who's in the best position to see the symbiotic link and essentially "domesticate" the bees, and realistically the bees would flourish best when surrounded by the maximum amount of nectar-producing flowers . . . which would be produced by artificially cultivated plants. That particular link (requiring either Grower or Herbalist to "unlock" Beekeeper) was mainly for flavor only, because it's not like any settlement is going to not have any Growers.
I'm reworking my whole migrant suggestion at the moment, and really reconsidering the whole "family connection" requirement. I've loosened it to just "any person in the settlement," at least for now.
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