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Editing Hybrid playstyle
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− | + | A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains fortress and adventurers in order to have a specific effect on a world and unlock new features in either mode, and generally improve one's immersions in a given world. | |
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− | A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains | ||
= History = | = History = | ||
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However, as Fortress mode got increased attention, the game took an increasingly simulationist bent and much of the simulation occurred in Fortress mode, while in Adventure mode more or less nothing happened on its own. The fact that you couldn't leave a fortress without abandoning it to ruins severely limited any kind of transition between game modes. | However, as Fortress mode got increased attention, the game took an increasingly simulationist bent and much of the simulation occurred in Fortress mode, while in Adventure mode more or less nothing happened on its own. The fact that you couldn't leave a fortress without abandoning it to ruins severely limited any kind of transition between game modes. | ||
− | The [[world activation]] release and subsequent ones changed everything, as it became possible to [[retire]] a fortress without abandoning it, and [[NPC]]s now have an agenda of their own and don't wait for the adventurer to do anything. Moreover, both game modes became less and less decoupled | + | The [[world activation]] release and subsequent ones changed everything, as it became possible to [[retire]] a fortress without abandoning it, and [[NPC]]s now have an agenda of their own and don't wait for the adventurer to do anything. Moreover, both game modes became less and less decoupled as any action in one mode could have lasting repercussion sin the other. In this context, switching from one game mode to the other is more seamless than ever and make it increasingly easy to tailor a desired effect on one's world, exploring ever deeper aspects of the game. |
= Examples = | = Examples = | ||
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A solution is to simply create a fortress whose sole purpose is to make steel armor of all sizes, adamantine edged weapons and silver warhammers. This, combined with clever manipulation of [[mood]]able skills can also lead to the creation of artifact-quality gear. Once you have enough gear, simply retire the fortress, go there with your adventuring party and help yourself. | A solution is to simply create a fortress whose sole purpose is to make steel armor of all sizes, adamantine edged weapons and silver warhammers. This, combined with clever manipulation of [[mood]]able skills can also lead to the creation of artifact-quality gear. Once you have enough gear, simply retire the fortress, go there with your adventuring party and help yourself. | ||
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== Super-soldier army == | == Super-soldier army == | ||
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== Necromancer fortress == | == Necromancer fortress == | ||
− | [[Raid]]ing [[necromancer]] [[tower]]s can sometimes bring [[book]]s containing the secrets of life and | + | [[Raid]]ing [[necromancer]] [[tower]]s can sometimes bring [[book]]s containing the secrets of life and deaths. More often, it will bring useless biographies and monographs, or worse, a [[slab]] that your dwarves won't read. Shortcut the process by becoming a necromancer with an adventurer, picking up the books at a tower and bringing them to the fortress you want to 'transform'. Your dwarves will read these books at your [[library]] and will progressively all turn into necromancers. |
== Unlock playable races == | == Unlock playable races == | ||
− | Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from that race. This means [[goblin]]s, [[kobold]]s, and even [[angel]]s - if you successfully conquer a vault ( | + | Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from that race. This means [[goblin]]s, [[kobold]]s, and even [[angel]]s - if you successfully conquer a vault (respectively a dark pit or a cave), you will be able to start Adventure mode as an angel. |
== Resurrect adventurers == | == Resurrect adventurers == | ||
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== Recruit literally anyone to your fort or party == | == Recruit literally anyone to your fort or party == | ||
− | Giving intelligent creatures nobility titles | + | Giving intelligent creatures nobility titles seem to have them bypass their base hostility and have them behave as a proper entity member, so the above trick can be use to recruit literally any intelligent creature that can talk to your fortress (or adventuring party) and make its race playable. That includes bogeymen. http://www.bay12forums.com/smf/index.php?topic=51245.msg8202218#msg8202218 And night trolls. http://www.bay12forums.com/smf/index.php?topic=165213.msg8249958#msg8249958 |
== Missions and quests == | == Missions and quests == | ||
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== Intercepting sieges == | == Intercepting sieges == | ||
− | [[Armies]] physically move on the map, including those sent in to [[siege]] you. If you retire a fort and unretire an adventuring party from there, you should be able to intercept armies sent to your fort and beat them up before they even arrive. Or you could watch the siege play out | + | [[Armies]] physically move on the map, including those sent in to [[siege]] you. If you retire a fort and unretire an adventuring party from there, you should be able to intercept armies sent to your fort and beat them up before they even arrive. Or you could watch the siege play out but from a very different perspective than normal fortress mode. Note that [[megabeast]]s teleport so this trick won't work with them. |
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