wooo hooo! Blacklung for elves!Just what I thought :).
wooo hooo! Blacklung for elves!Just what I thought :).
way back in 40d I used your civ changer and Dwarf companion to test if an adventure can get pregnant and have kids. I also said I was going to rename the first kid darius, luck would have it I ended up finding out you can speed up pregnancies by changing the mother to a cat to knock them up and changing back before labor leading to a quick birth so the first adventurer child was half cat half dwarf. I started this on February got success in march. the comment in my sig was based on acathus117 response when I told him that his "daughter" died by a throat wound by a wolf the same death report he always hates when starting out in adventure mode. olon toolpalaces is still alive thankfully from the wonders of finding an old save I had.
I made a poorly written step by step guide on it in adventure mode boards.
(http://www.bay12forums.com/smf/index.php?topic=51059.0)
I also found out that using cats one can make any non breed able creature pregnant this way.
so far I made a demon, and a non modded dragon have kids.
I made a util long ago that allowed tame creatures (and intelligent) to work. This is a remake for DF 31.03
No, it doesn't work for the new version...Sorry what?
This utility works, but it's still unstable. Chernobyl worked as well as Three Mile Island, until the lack of safety precautions caught up with it.
so the race changer only work with those in the civ or just those in the area?it changes your default race, so you can change it to e.g forgotten beast, but if slavery is not enabled then you will lose instantly. If it is enabled next immigration wave will be forgoten beasts...
A Forgotten Beast Fortress? thats madness! (and would be too easy if they were unkillable)so the race changer only work with those in the civ or just those in the area?it changes your default race, so you can change it to e.g forgotten beast, but if slavery is not enabled then you will lose instantly. If it is enabled next immigration wave will be forgoten beasts...
Also bump for update.
Edit: new version stability update (hopefully)
Oh, so you get other races by changing the default race and waiting for migrants?But you must have at least one of those. You could use Runesmith and tame e.g human, then change race to human and wait for migrants.
Damn, I never figured that out. Might be useful to mention that somewhere in the first post unless it already is and I didn't see it.
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So can I use the (e) option to make say, firemen that I tamed with Runesmith work? And will the (e) option mess up the checksum like the (s) option?I tested this and I have to say it works but slavery enhancer has a slight glitch(if you could say that) that would 'enhance' everything and everyone under the race list. so you would have normal human slaves for the mines then bam you end up with super humans with the ability to breath dragonfire, shoot webs and fireballs out their hands still that's nothing that drastic seeing you could still RuneSnuff the craze locals while paused
So can I use the (e) option to make say, firemen that I tamed with Runesmith work? And will the (e) option mess up the checksum like the (s) option?I tested this and I have to say it works but slavery enhancer has a slight glitch(if you could say that) that would 'enhance' everything and everyone under the race list. so you would have normal human slaves for the mines then bam you end up with super humans with the ability to breath dragonfire, shoot webs and fireballs out their hands still that's nothing that drastic seeing you could still RuneSnuff the craze locals while paused
Well apart from e(m)bark all other are meant to be used in game (embark is used when choosing embark location)
As for enable labours: i will look into it.
This sounds interesting but just doesn't seem to work for me. Is there a special time you have to use the different options? I've filled out the txt and used the different options in various circumstances, but I can't seem to make anything it does work.
Well apart from e(m)bark all other are meant to be used in game (embark is used when choosing embark location)
As for enable labours: i will look into it.
So does that mean that its wrong to use (e)nable labor and (s)lavery at embark? Because I have been using those options at the beginning along with e(m)bark.
Cheers.This sounds interesting but just doesn't seem to work for me. Is there a special time you have to use the different options? I've filled out the txt and used the different options in various circumstances, but I can't seem to make anything it does work.
Once you have found your location in game that you will embark on, before pressing E for embark, alt-tab and run the App. Choose the e(m)bark option. If you chose any crazy races like ironmen or any other animal, then you will need to use (e)nable labor, but this is where I have been failing.
What I have managed to get working though is choosing a load of humans, elves and dwarves then choosing (s)lavery and this seems to work, but you won't have any Ironmen to guard your fort. At least none that you could control.
If you enable slavery and the labors, then you can even choose those Ironmen to be Nobles! (Ironman Military Commander!) Which is very cool, but it doesn't work for me correctly, as when I do this my dwarves stop mining; they simply refuse to get the equipment.
Yeah... that part about enable labours being safe was a .... mistake. As it turns out i made it report all flags a random value (fire throwing dwarves was the result). Now it edits only those creatures that are in races.txt (btw if someone needs it, i could make it by caste). Also will fix first post with more... normal instructions.I say keep the random slap of flags in for the FUN of it all.
it's a run by it self utility.
just click on friendship when you have dwarf fortress running.
"A Dwarf has become unhappy because he is in the company of creatures he hates":D
I've managed to get the beastmen into a fortress, but now they wont do any work. I enabled slavery and the labor menu shows up, but they wont do anything.Did you add "TIGERMAN" to races.txt?
Stuff I asked...Did you add "TIGERMAN" to races.txt?
Turns out my earlier attempts where because I was using an older version or something, but even redownloaded and with the races I wanted in both races.txt and embark.txt, and running the program between when I'd found a good area and before actually hitting enter to select it, I still ended up with only dwarves.Did you do these steps?
1. Add [COMMON_DOMESTIC][PET] to creature of choice
2. Gen world
3. Embark and buy as much as you want of that creature
4. Edit raws in save directory and remove [COMMON_DOMESTIC][PET]
Did you do these steps?So... the embark option only lets me buy new pets? Then how come embark.txt lists DWARF like five times?Quote1. Add [COMMON_DOMESTIC][PET] to creature of choice
2. Gen world
3. Embark and buy as much as you want of that creature
4. Edit raws in save directory and remove [COMMON_DOMESTIC][PET]
Yes, it lets you by the 'mans as pets.Did you do these steps?So... the embark option only lets me buy new pets? Then how come embark.txt lists DWARF like five times?Quote1. Add [COMMON_DOMESTIC][PET] to creature of choice
2. Gen world
3. Embark and buy as much as you want of that creature
4. Edit raws in save directory and remove [COMMON_DOMESTIC][PET]
I added several beast races to the races txt and they're still not doing any work... I'm pretty sure I genned a new world after I edited the file.No regen needed. But you need to turn on labours for them (e.g. cooking) in labour menu. If it does not work check version (try running with '-f' to auto find needed offsets), try only 'enable labours' (should only turn on labour selection for those in races.txt) if it works, but (s)lavery does not then i'm out of options.
I never said anything about embark.txt. I don't see how embark.txt relates to the steps I posted.... embark.txt does not... have anything to do with the embark command... what's it for then?
The steps I posted have nothing to do with both the embark command and embark.txt. The steps I posted don't even use the command.I never said anything about embark.txt. I don't see how embark.txt relates to the steps I posted.... embark.txt does not... have anything to do with the embark command... what's it for then?
I never said anything about embark.txt. I don't see how embark.txt relates to the steps I posted.... embark.txt does not... have anything to do with the embark command... what's it for then?
This way you get all those creatures as pets.Quote1. Add [COMMON_DOMESTIC][PET] to creature of choice
2. Gen world
3. Embark and buy as much as you want of that creature
4. Edit raws in save directory and remove [COMMON_DOMESTIC][PET]
-f should be used before starting (e.g. win+r-> "c:\games\DF\friendship.exe" -f) maybe i was not clear about that. And probably should add as an option to the menu (and make a normal gui...) oh and if you use it with -f remember to be in arena mode.yeah cmd? really no wonder.
Really nifty tool you got here. Ran into a few problems though;Yeah the first part works if you enabled it just before embark (in the map). I think later (then the creatures have offsprings) they will be allowed to get manager and military positions. My current fort has goblin squad and gremlin chief medic :)
I can't choose humans or anything else than dwarves as soldiers or as nobles. Can't see them in any menu either, which makes it a bit difficult to manage. Not sure if this is an error on my side, maybe not yet supported by this tool.Also, can't you choose to make certain pets available during the embark screen? Shit would be hilarious if I could buy a dragon or two at launch.Nevermind this. The search function is equally as nifty as this pearl.
still wonder why the offset doesn't work?Really nifty tool you got here. Ran into a few problems though;Yeah the first part works if you enabled it just before embark (in the map). I think later (then the creatures have offsprings) they will be allowed to get manager and military positions. My current fort has goblin squad and gremlin chief medic :)
I can't choose humans or anything else than dwarves as soldiers or as nobles. Can't see them in any menu either, which makes it a bit difficult to manage. Not sure if this is an error on my side, maybe not yet supported by this tool.Also, can't you choose to make certain pets available during the embark screen? Shit would be hilarious if I could buy a dragon or two at launch.Nevermind this. The search function is equally as nifty as this pearl.
Is there any way that I could make this work if I have another mod installed that allows me to play as something other than dwarves? Everything seems to work fine until my fortress crumbles to its end immediately after running the utility...what mod did you used? because the only known way for that to happen is if you swap to a different race with out having them in your civ or doing so with out doing slavery first.
An interesting discovery: this utility combined with Runesmith allows you to port your Adventure Mode characters directly into Fortress Mode, by retiring them in a settlement, and embarking atop it. I just tested it with the most unusual set-up I could think of; an Elven adventurer who "rested a while as a peasant" at a Kobold cave. I embarked atop it, and used Runesmith to make the Elf Tame, and this utility to enable Elven Slavery. The end result was that my adventurer became a member of the Dwarven civilization, could be given any dwarven work, ate food and slept, retained all his adventure mode skills/equipment, and could be appointed to military or noble positions. It also revealed my adventurer's personality, likes/dislikes, and so on, which are hidden in adventure mode. This opens up some interesting possibilities!I found out this in 40d16, the trick is to before you abandon return the adventurer to their civ they came from. the way to do it is well you need to swap to the town civ and s(t)eal back the adventurer the only thing is daruis completely rewrote his utility to be about races than civs so it's pretty minimum at best. wait a kobold camp I have not dump nor settle in one of those civs so I can't say about those but you can regain your adventurer if you dump them in a human,goblin, elven town.
It wasn't perfect though; the elf would not form any relationship good or bad with any of the dwarves. Past modding experience indicates that grudges/friendships are limited to race, and may be permanently stuck at their default for non-civ races. Not certain on that though. Also unfortunate, after abandoning the site, the adventurer was corrupted; though visible in the Adventure Mode start screen, the site to which he belonged was non-existant (since I'd abandoned) and upon trying to load, DF crashed saying "Adventure Location Data Missing/Corrupted" or something of the sort. This means that once you turn them to civilization entities, you can't turn them back.
As Solifuge found out, you can port my adventurers over using runesmith but they aren't listed as 'candidates' for military commander positions. I thought the friendship tool might work to get their allegiances jogged but I'm not sure if it is actually doing anything in 3.0.12. Anyone know what memory offsets or flags are responsible for whether a creature is a 'candidate' for military captain/command or not?well I haven't got into finding work around for military and noble options as of yet due to my main goal of getting an adventurer have a son/daughter (http://www.bay12forums.com/smf/index.php?topic=51059.0) in 31.10
To get an adventurer to do basic labor, I have done the following:
1) Make the adventurer (dwarven)
2) Retire him in a human town
3) Embark in that town
4) Use runesmith to make him as 'Tame'
5) Use runesmith to remove 'Tame' designation
The adventurer will then have the ability to be assigned any labor, but can't be assigned any position like some kind of legendary second-class citizen. Anyway, kind of my pet project for now is getting my military squads led by my awesome adventurer dudes, so any help or advice would be appreciated...
Any update on 31.12 support? :)well you could attempt to use the -f in the CMD window on the new version to get offsets for friendship. which makes me wonder did he add that type of programing in his older 40d slavery enhancer.
That would help me a lot.
Yeah that lazy bastard!... oh wait thats me :D simply because i was (am) a hacking noob and that was a program hacked up very fast and can fall apart any time. Also it needs more work.Any update on 31.12 support? :)well you could attempt to use the -f in the CMD window on the new version to get offsets for friendship. which makes me wonder did he add that type of programing in his older 40d slavery enhancer.
That would help me a lot.
oh lazy and noob? you made a utility that most would dream of and not many here learn how to code using dfhack... I sure can't. though the lazy is pretty much based on how much you devote working on these utilities like spell craft and how much time you can devote with out screwing life over.Yeah that lazy bastard!... oh wait thats me :D simply because i was (am) a hacking noob and that was a program hacked up very fast and can fall apart any time. Also it needs more work.Any update on 31.12 support? :)well you could attempt to use the -f in the CMD window on the new version to get offsets for friendship. which makes me wonder did he add that type of programing in his older 40d slavery enhancer.
That would help me a lot.
Erm, as I now saw the way to get an adventurer a love life (discovered through the Adventure Mode Achievements thread) I was thinking of finally picking this utility up, 'cept I got Tanmod/Wanderer's friend, and Wizard's Tower on my copy of DF.... If I do arena-style do I no longer have to worry about the fact that the game is modded?yeah..ish
so this means we can access the noble section now?The list of creatures that can be nobles i think is generated when embarking and creatures when born or imigrating are added to the list. So even before if you enabled slavery before embarking you would get all creatures in the noble screen.
sweet!
what about those resident to the area that haven't immigrated or borned?so this means we can access the noble section now?The list of creatures that can be nobles i think is generated when embarking and creatures when born or imigrating are added to the list. So even before if you enabled slavery before embarking you would get all creatures in the noble screen.
sweet!
Never tried that. It's possible that even with same race (that is not using this program) taming a local does not add it to the "citizens of age that are allowed to rule and fight" vector.shiv that's pretty much kills any chance of adventurer leading an army that other person was talking about.
How does e(m)bark work?hmm. Did you edit the embark.txt? maybe there is only dwarfs in embark.txt. I really should add error reporting...
I pressed that while in the map screen and then embarked, but I still just have dwarfs.
I think the experimental slavery feature also enabled relationships between different races.:D elves cutting trees. A real torturer you are ;). Let's wait and see if they'll have children :D
For example I have an elf (I promptly made a woodcutter out of that one) who is already friends with my chief medical dwarf and an iron man.
does this support .13 yet?daruis made it so one can self update it with the -F function so one don't have to ask him this all the time. unless it does not work any more then.
um bad news: does not work. Even worse news: the code looks totally different. Good news: new compiler (always thought that Toady One used old and very un-optimal compiler).bringing back spellcraft? for 31.x? with custom workshops/adventure mode one would have a blast with this.
Looks like embark hack is not going to work (for now?)
All other +/- good
Yeah i updated it. It really sux that i had to remove embark though.
Bah i want to do something else now...
Its a shame that Darius is not working on this anymore (unless he is just trying to figure out the new compiler) altho I could just revert back to older versions to use this, but I Like having a working milita and hospital, I wonder if he is working on spellcraft...shame this was one of my Key utilities for setting up adventure/ fort based experiments.