
I put together a suggestion on raw-editable sites (as well as "landmarks") a few years ago.
#Forts game map editor code
But, would that be any easier/interesting to code than simply reading more architecture books and improving the current algorithms for creating sites? Possibly not. They'd still be a random mess and not the geometric wonders that players create, but they might be more interesting messes than we have now. People could share their structures with each other, which would be nice.ģ) If you could build an engine that can input player fortresses and come up with better npc fortress designs that would be awesome. Yes human-made fortresses are more interesting, but with them, DF is no longer a project about creating a unique world for every single player.Ģ) However, a system to have pre-made structures adapt to the landscape would be a great feature for the planned world editor (why rebuild Minis Tirith from scratch just because you're not happy with Middle Earth's coastline?). So what do you think? Would any of these ideas be good/rubbish/impossible/anything else?ġ) Using fortresses as they are and impementing a way to have them adapt to the landscape seems like a lot of effort with no real gains made from the point of view of pushing procedural generation. Also, there'll still be the option to have vanilla dwarves. Procedurally generated races: this suggestion might not fit in, but I don't know if the site types are going to change or not. I'm not sure if this should just be for mountain forts, or for hillocks generally, or all types of settlement even. At the moment, I only encounter them when I want to go underground (a bad idea) or am trying to escape from them after starting there.

This would add a lot of variety, and would make adventure mode fortresses much more interesting. Have you seen the awesome stuff people have created? Archcrystal? Silentthunders? Lethalshade's Cathedral of Armok? The list goes on forever! Especially compared to the wonders a player can produce. Whatever character he gave the dwarven fortresses, it'd always feel like they had something lacking. Even if more features were added, they're still something it'd be hard for Toady to get right. I've never reclaimed one, but I don't imagine it's an incredible experience either. World gen forts are rubbish in adventure mode. A bit like deep learning, maybe? Where we get something that produces the human touch (or rather dorven touch) to make totally new forts we nonetheless feel were made by a very crazy person? Could a program even do this kind of thing? Or even (and this suggestion will likely make programmers cringe, as I have little to no idea what I'm talking about) some form of machine learning could be used, where a program tries to work out the rules behind player-made forts and creates entirely new rooms and structures based on them. It could be more complex, with larger player-made structures such as artificial caves, moats, massive mine shafts, engineering projects, etc being identified. This is already done in-game, but with workshop rooms, bedrooms, stockpiles, etc. This could be as simple as individual rooms being identified, furniture generalised (statues couldn't stay exactly the same), and then the rooms being pasted together to make interesting forts. Or from these forts, some sort of set of rules would be created, and these rules would be followed to make fortresses in world-gen Either these forts themselves would be used for world-gen forts, The community submits a bunch of awesome fortresses to Toady.



Right, now that's out the way, here's the gist: This suggestion has been made by someone with no knowledge of programming. Disclaimer: I have no idea if this is even possible or not.
