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Editing 40d:Core components

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This is a list of the current unfinished core components being developed for the game.
 
This is a list of the current unfinished core components being developed for the game.
  
1. '''[[caravans|CARAVANS]]''': Use resource tracking and the [[adventurer]] travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf [[fortress]], although it's possible they could be abstracted a bit if they are too numerous.
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1. '''[[Main:caravans|CARAVANS]]''': Use resource tracking and the [[adventurer]] travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf [[fortress]], although it's possible they could be abstracted a bit if they are too numerous.
  
 
2. '''ENEMY PETS''': Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
 
2. '''ENEMY PETS''': Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.
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16. '''PRODUCTION TRACKING AND HISTORY TRIGGERS''': The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. Any changes could be applied to the site file retroactively when it is loaded (the same is true of damage from wars and so on). Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. Past production can also be stored (especially from your own dwarf fortresses and these facts can be referenced in the legends and art work. However, your own fortress facts could be hidden, forcing you to find the information with adventurers. When you enter a fortress, each hidden historical event and fact could be associated to one or more triggers, such as the produced objects, diaries, etc. It can also track facts about artisans in a similar fashion. Other facts like the number of executions, population break-down, amount of mining and so on could all be referenced.
 
16. '''PRODUCTION TRACKING AND HISTORY TRIGGERS''': The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. Any changes could be applied to the site file retroactively when it is loaded (the same is true of damage from wars and so on). Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. Past production can also be stored (especially from your own dwarf fortresses and these facts can be referenced in the legends and art work. However, your own fortress facts could be hidden, forcing you to find the information with adventurers. When you enter a fortress, each hidden historical event and fact could be associated to one or more triggers, such as the produced objects, diaries, etc. It can also track facts about artisans in a similar fashion. Other facts like the number of executions, population break-down, amount of mining and so on could all be referenced.
  
17. '''[[Creatures|MONSTERS]]''': Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
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17. '''[[Main:Creatures|MONSTERS]]''': Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.
  
 
18. '''TOWN, ITEMS''': Basic items around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols.
 
18. '''TOWN, ITEMS''': Basic items around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols.
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20. '''CIVILIZATIONS AT WAR''': Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
 
20. '''CIVILIZATIONS AT WAR''': Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.
  
21. '''[[military|ARMY]] BATTLES''': Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
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21. '''[[Main:military|ARMY]] BATTLES''': Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.
  
 
22. '''CLEANING HISTORY''': Unimportant dead historical figures should be abstracted away to save space.
 
22. '''CLEANING HISTORY''': Unimportant dead historical figures should be abstracted away to save space.

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