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Topics - Rumrusher

Pages: [1] 2
1
DF Adventure Mode Discussion / Zombies vs bogeymen who wins we have FUN
« on: January 01, 2016, 08:22:20 pm »

so I figured since the adventure mode community hate bogeymen AND zombies at the same time! why not pit both against each other to see who the king of the Fantasy beasts of most annoyance.
as I'm playing a weird wagon-man who pacifist nature protects it from fighting others(and getting hit some how?) I'll ref the fight and avoid any interference which is easy as I can't interfere at all.

Tower Zombies, wears armor, some contain crossbows and archery, retain memory of fighting skills or just starts out with them(questionable) , more Badass Draugrs than Modern media zombies(until the patch comes out that is), made to protect their Book nerd necromancers who read their self written fanfics chopping them up causes bits of the fallen parts to come back alive... if a nerd is present, usually theses guys are first wall of defense to folks wanting to get the other slab(the easier way) so they can marry a demon Bound a demon to unholy matrimony obedience then retire their characters as they basically didn't think farther than that.
vs

Bogeymen, spawns from the cackling dead at night if you're alone, come in cute varieties (like fluffy feathers, fur, horns, beady eyes), has level 14 professional skilled stats in all combat(making all junior adventurers their bane of their night stalking), friends to spiders and scorpion people(they show no fear), like half the size of a fluffy wambler small(body size 1000), they also rudely comment on your poetry

just to make the fight fair for both sides I moved my wagon-man ref over to the door of the necro tower so the zombies can flood in properly than just piece meal.
for the zombies to win, they need to either A, kill all the Bogiemen and or B, Survive the night with all their Nerdy necromancers intact.
for the Bogiemen to win, they need to either A, Kill all the Zombies or B, Kill the Nerd necromancers reanimating them before the night is over.
now let's start this Match!
due note I say Tower Zombies and not Normal adventure zombies which you and a mummy can summon. those are weak frail and will fall apart from the simple breeze or the murk zombies who... wait ignore those murk zombies that's opening a can of worms.

first Night:
Spoiler (click to show/hide)

so far the fight was pretty crazy mostly misses, and loads of bites from bogeymen with dumb dwarf zombie charges into another zombie.

2
seriouslymake a thread


So here's how you too can start CartGolf
first you need a Cart this Cart could be made of NONEnium for better efficiency in keeping the adventurer alive if you're going with the wall method  but if not you could use any Cart you want experiment!
second you need  9.000 or faster unit one that has more ticks than nature itself and can push the cart more than it can react to you pushing it this is the driving force for CartGolf else you have to make a long driveway to and drive yourself into the wall/ramp.
Code: [Select]
[INTERACTION:CLEANSE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Cleaned-bogeyman]
[SYNDROME]
[CE_ADD_TAG:CAN_LEARN:CAN_SPEAK:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:3000:10000:TOUGHNESS:3000:10000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60000:START:0]

next you need tree(s) usually I use the arena pool and plant some myself.
the trees are the main factor to see if you can land in the 'green'
I don't have an official Cart Golf course and usually just dump magma on the water to make a lane to slam putt from.



doing this in adventure mode, you might need an adventure reaction to spawn a minecart, doing this in fort mode well you need lots of rollers.

so happy Carting, wonder if you can make the arena map larger than the normal size.





3
DF Adventure Mode Discussion / One man Trek into the Ocean
« on: July 12, 2014, 10:37:56 pm »


so I learn something new about 40.0x bandits can't climb over walls.
to clear up what happen in the gif I snuck behind this bowman after created my character, only until now I realize he walking into the ocean,

the ice walls you see just sprang up seconds before I hit the recording. It wasn't there before, I don't think Eno cares or maybe he does, he was determined to reach his destination cross through many patrols without breaking his stride. But this obstacle stop him I can't blame him either because While I wonder if this trek to watch toady new AI work was worth it I realize he's just us.
 Eno is us back in the old days before 40.0x came out back before we learn how to scale over 1 z level walls and currently kinda glad he doesn't know how to climb because I know what's waiting for him beyond that ice cliff,
the Grand Maw. waits for him any any one who treks that far.
I know this because I tested out a idea on climbing with minecarts back in the last update and the ocean didn't like that.

also Eno is clearly hostile and will probably kill me if I attempt to talk to him since he walk this way all by himself thinking he was alone never looking behind, looking back to see another set of footprints.
every one else kinda saw me but I don't think they pointed it out to Eno.
Spoiler (click to show/hide)


So while I'm here and signs show that yeah the ocean will eat you if you scale over the walls again. so take Eno's trip as a reminder if you value your character's life don't wander deep into the frozen ocean.

ps. if I move any forward everyone in that square even Eno will be swallowed up by the ice.

4
and the result kinda startled me

kinda wonder what if you summon a god into adventure mode So I poke at the idea and came up with the solution which is.
Changing the historical number id on a historically blank unit/peasant with dfhack.
I also try to reload the character so that the game finally sets them into place by using dfusion to make them a companion.

So far my first success met with utter fear as I wonder why I can't talk to her then she spoke.

(I missed the first time she spoke this is her second time that I luckily captured)
Carp, Okay  I unleashed a what pretty much the equivalent of HFS in adventure mode and I have no idea if I can win this fight or want to since fighting peasents kinda a big no no and shun you out of the town.
So I duck into some buildings notice she only break attention from me if I talk to someone else and when she does oh Armok.

Naza's going to town on this doctor like she performed malpractice(doesn't help that the doc is missing all those punches she swings),
also knock out the doc's teeth.
Now I asked Who is Naza?
I opened a second copy of DF and look into the legends to find out ends up she's a Goblin Goddess of Victory

"Naza was a deity that occurs in the myths of the Perfect Demon. Naza was most often depicted as a female goblin and was associated with victory."
to sum this whole event up with a sentence.
Unknowingly shove a Goblin Goddess of Victory into a human bandit woman and now she going around with her first steps into the mortal plane her life in a blood frenzy killing anyone I happen to chat with all while hunting me down.
This was done in masterworks and I'm playing as a Gnome.
 
Naza's historical figure_id 1 and 2 number is "2" for both


edit: Okay so here's her latest victim Zilta who was the doctor mention above.
Here's her current description as I wanted to record some info on her wounds before she gets choked out by a mad woman possessed by a goblin deity.
Spoiler: Zilta wounds (click to show/hide)
oh here's a doodle I did cross posted from the dfhack thread
Spoiler: doodle (click to show/hide)

edit: she finally strangled Zilta and turn round and said this

time to kick off running.

edit 8:14: the Naza has just blindsided a farmer and now carrying herself a chitinmail bandana from her past victim.
Kadist(the farmer) is pissed off and now fighting back against Naza after being knock into the ground several time he push her out of the doorway.
battle reports:






5
DF General Discussion / New discovery on Mothers with babies.
« on: March 31, 2013, 08:52:46 am »

So to start this off I was looking into the code(through Dfhack and GM-editor) on how to get adventurers to carry their newborn children so that the kid just don't go murder themselves in a pond.
 End up learning something else. 1) that there was no new code for me to apply 2) mothers act as rider's mounts to their kids meaning.


We already had Mounted units ALL ALONG just that dwarves get older and to heavy to pull this off(or maybe they forget how). also this leads into why goblins steal kids.
For that fresh mount technique. they aren't stealing kids for slave labor they are stealing kids so that they can teach goblins how to ride beasts, and be promoted to beast masters and ride back to their fort site as hulking murder beasts being ridden by goblins.
So if a modder could mod on armor to a baby or dare say a bow/crossbow you could get an army of Axedwarves with Crossbowbabys/AxeBabies at the ready for the next siege.

6
DF Adventure Mode Discussion / Armies
« on: June 01, 2011, 09:16:09 pm »
Well here's a community game mode I been testing to see if it's doable.
The idea is through use of Dfusion (and mass companion-ising codes) and Dfmode we can build up small armies to send in battle like in the arena gladiator game modes only with more grass.
the game mode will go through 3 phases,
attack, defend, build/sabotage.

Each player gets to start with one general/leader for their army and could if they live long enough through their build rounds could add another sub-leader.
the goal varies with each game but default is to kill off all leaders to the other players army.

each player goes through three phases Attack, Defend and build, before the end of a turn.

the Attack phase is when you rally up troops to go on the hunt for the opponent. Which last about some days which then you must find a place to retire. Retiring can only be done with an adventure mode player and not a body swap one due to not finding out how to unlock that feature yet. until then you have to rally with your general/leaders and will lead to a risk of killing and losing your army.

The Defend Phase is the other option where you in put your rally army in alert for any attack on your base or bases doing this will prevent you to Attack, you could set up gaurds on the base so that you could leave the site more secured. oh and you can send scouts(body swapped players) and of lucky try to intercept invaders

the Build/Sabotage stage is when your on a fort site, you can build for a short period of time before the game auto abandons so save often and have back ups for bad aborts.
During this small window you can build new items or if on a enemy fort exploit Fort mode uses and make their lives a little harder. Build and Sabotage comes after an attack or defend phases and you can only sabotage if a player(body swap or adventure mode controlled) is on the fort site. You could prolong a build or sabotage time if the site in normal fort mode or reclaim mode last netting you a pass on the hidden timer that would auto abandon you. If you reclaim a your site(or build a new one close by your adventurer) for any reason (like for resetting the timer on your turn) you need to know that reclaiming(through DFmode swap over) it will over throw the group number and all men on the base prior to the reclaim must either be resign that number(through use of Runesmith or proper DFusion coding to do just that) or stuck in friendly mode until you enlist them to your army you can leave them in that state for defending the place but be warned they will rust in skills.


notes
To swap between fort mode and adventure mode safely you must use DFmode and switch to the wanted mode then save the game. DO NOT unpause the game while doing this and is better to be on the save menu while you do the swap.

In case they say no to joining you use the adv_tool "make creature follow" or the addons I made for DFusion.
This is all under a shared game so play nice on levels of not playing as someone else character.

Hopefully I can set up one game of this.

Oh and if you use Necromancy to say build your army then Best luck on doing that.

7
5/29/2022
dusts off this thread

ok so it's been about 10 or 9-ish years since I updated this mess and over the years adventure mode got a bit more easier with settling down adventurers to sites of their own making.
with and with out dfhack/third party utilities/dfusion

The Guide v.3

starting with making a camp you can do so by walking directly into the wilderness and pressing the b key to open up a build menu which lets you spawn a 3x3 campsite(or smaller depending if it next to any other sites) around the adventurer if you designate any walls or buildings first otherwise you just open the adv build menu.
the build menu takes the memory of the adventurer(s) understanding of the location and applies that to what you visibly can see on the build menu.
this doesn't mean you can't build stuff in the black out spots of the area in said build menu it just means the adventurer/player/you will have a hard time figuring out what you built there until you scout out the area.

now retiring in these camp sites require claiming said camp sites which places a civ in the site and a leader for said civ.
doing so will also make who ever you tasked for this action is actively throwing away their status of membership and citizenship of the other civs away... also requires membership and citizenship of a civ to even become a lord/lady of a campsite so human outsiders are exempted from doing this right out of the gate until you give them citizenship in any other way be it retiring them in a site, giving them citizenship via nobility passing down, or enlisting them into someone's military the last 2 would be talk about later.

oh and you also need a mainhall civ zone made which can be done with accessing the zone tab which only becomes accessible when you name the site which only becomes accessible after placing down one designation.
once you got a mainhall set up you take the adventurer who going to lord/lady over the site and get them to shout/'talk to anyone' about claiming the site while standing in the main hall civ zone.
you get a prompt explaining that there's a new civ ruling over the place and now the campsite is open for retiring.

Defenses
 
 now defending your home from intruders is a bit bag of 'until you got the leader of a civ set up* any wandering group could interrupt you at any time while constructing stuff.
*may still just rush into your site and assault you
so given one could control the battlefield on your home turf one could build ambush traps for invaders that you can slip past and capitalize.

there's the -fortification micro bunker which is a 3x3 pillbox that has all it's walls be fortifications with the roof being 9 floors.
this works as a protection against any melee attackers, you can also  assign civ zones and add companions and followers to these pill boxes and act as turrets for defense.


there's probably more defense plans but the micro bunker is usually what I go with as getting ambushed while inside the bunker means you can trap the ambusher's inside while you just jump out of the fortifications.

Civ zones

ok so one of the interesting bits with adv mode camps is the ability to make civ zones
which are similar to the zones you can place in fort mode but a bit different given you have similar 'locations'
these zones can be used to assign anyone you come across in your journey in adventure mode be it companions you talk your way into joining you, or the fellow adventurers in your party you assign from the start( to maybe the gremlins you got from the human outsider in your party).
assigning followers to civ zones will make it so that when they are out of the party they will show up in those assign spots in the camp.
this combine with adventurer party members opens the door to say lifting or lowering adventurers to new locations
as one could assign a civ zone anywhere on the camp site including areas that you can't visibly see.
though it won't work as a civ zone until the assign zone is seen to have a floor tile which shows up as a + than a # so be careful with deep civ zone applying.

oh and telling your follower to wait, or assign them to a construction task, will kick them out of the travel party which will let them zoop to the civ zone when you unload the location via fast traveling or ... uhh sleeping/waiting/ doing constructions.

that said one thing I would make note is until patched out don't make a guild hall in your adv camp that will crash your game.


Furniture

ok so Furniture tab this is where yo furnish the place with items like beds and stuff which makes the place look lively and gives artifacts a place to stay in and not horribly scatter around the map.

as writing this section I realize I skim past the part where you learn about chopping down trees which requires learning about knapping stone and grabbing a branch to turn into a heave and combining them together to make a stone axe.... and or just having an axe at the start of the adv mode session but here is usually when after building the micro bunker and assigning the folks you pick up along the way to said micro bunkers where you could start working on carpentry
so the game gave adventurers the means to build a carpentry workshop. that's it.
now  once you assign a carpentry workshop and waited for the game to build it for you, you can now walk over to the carpentry workshop and unlock the hidden adv reaction tab that shows up only when standing in said carpentry workshop.
this option would allow you to build beds, craft doors and make tables though you do need logs and a sharp item like an axe or a weapon to craft stuff with, and the logs need to be like I think in your hand and or on the floor directly in the carpentry workshop and under the adventurer.

this does open the modding idea of different workshops in game giving adventurers different access to tools but that's modding.


after you crafted the stuff you should probably drop them as any crafted items will appear in your hands and the game won't let you build stuff in your hands... some how.
also in the option for crafting the carpentry workshop which is nested in a option called workshop is the other furniture options which you can construct and build stuff for.
oh and chests don't have one so you kinda have to plop them where ever you want them to be this also goes with barrels.


Locations

ok now that I explain the basics of adv camps here's the stuff you can setup with locations.
 so outside of the guildhall which will crash your game the locations you can build are a library, and a tavern/inn and the main hall which meantion prior is used to claim the site.

taverns/inns have a special property of affecting the units that stand in them as if any learn a song, tune, dance, and or poem,  they will be open to perform. also if you build a section of the tavern with barrels filled with drinks and a chest to hold cups folks will go out of their way to grab a cup and scoop up drinks to drink.

the fun bit about taverns is if you say make the tavern like the entire campsite large you can have just about any wildlife or idle unit on the field moving over to join in on a performance. 

libraries are ... something I haven't dip into but if you made an novelist adventurer with a bunch of quire and scrolls you could set up a library to give folks stuff to read.. though I don't know if they work like the fort mode counterpart as I really should have tested this bit out more... though I seen folks who are scholars reading the books in the area and turning into necromancers so it probably having some effect.

Fort mode retiring

ok so given toadyone added the means to retire in fort mode this open the door to moving adventurers in as a retired fort acts like any other dwarven fort site with the idle dwarves standing around and or dwarves running towards fort's tavern and library and guildhall that got built...
with just moving into a retired fort means the adventurer has the chances to rest and become part of the fort hivemind colony or well return to the Fort if you set the background to be from the player fort.... which is a good improvement from the previous updates where you have to mash the choose background option repeatedly until you landed on the player fort.

there a few things you can do with forts that you could use your adventurer with which dips into Hybrid Play:

Militia dwarves control
ok so I skim past explaining hearth-folks on adv camp site leaders as I haven't found use for them outside of teaching me that lords and ladies have Squads... which means the dialog system for them works with military commanders which means you could as an adventurer assign to a squad leader go around and enlist up to 9 other folks to the fort's military and this could be Anyone.
now them accepting you might be tricky as you need to do something to win their honor which for some it's doing acts of bravery and reporting it and hope it inspires them to join you,  for me you could just take any single stack item and name it and give it to them as a gift. this would for some of the sapient beings out there would accept being part of the fort's army and will join in on missions... if they were on site.

I should note If they were on the fort site.

if they were on site and was sent off on a mission when/if they come back they will become honorary fort members and you can use them in the fort.

this is crucial knowledge for the next bit which is

Expedition leader Exchange

so expedition leaders are similar to lords and ladies of adv camps where they could say pass down the title to who ever they want and getting and adventurer to this status means you have the means to make anyone who you talk to become leader of the player fort, and unlike the militia commander/captain being able to enlist folks the exp leader role will/might compel the new leader to march over to the player fort.
which combine with the militia dwarf enlisting means you have a one two punch on getting folks to join your fort which opens to them becoming companions down the line if you want them to follow your adventurers.

though uhh there some units this won't work on mostly folks already nobles thus you need to talk them out of the noble position first before having a chance of this working


adv camps and player fort intermixing
ok so this one a bit more experimental but in 47.04 you could make a nano fort and park it over any spot of a player camp and build on the player camp... well now that got changed to if the game detects any nearby overlap of a player camp and an player fort the game will cover the entire camp with the fort which will prevent the player from building on the camp in adventure mode.

i found one way to bypass that but I need to do more testing to see if it stable... other wise you could just use the knowledge of building up your adv camp first then parking your dwarves over the camp later.

and adv camps don't have restrictions(so far) on where you place constructions so you can wall up the camp edges or build structures and floors towering the place and potentially have the dwarves embark on the top most floor of the place.

DFhack

so what I said above was mostly vanilla in the stuff you can do in 47.05 dwarf fortress... the stuff you can do with dfhack is uhh well
take all the crafting stuff from before and apply that with advfort script and you can renovate and furnish the camp with what ever you want and with a pick or axe can chop down as many trees and dig up the camp to your liking.
there also the whole mode set switching between adv mode and fort mode but I'm testing a slightly more faster means of switching between those modes that doesn't require saving(much) that seems to open up adv camp construction as you could use an modified version of warmist's tofort to get into fort mode on your campsite which if I do more tests opens the door to getting migrants for the camp... and getting siege.
but so far I been getting crashes on it and weird oddities that I don't feel to safe to just suggest folks to use, given I posted the script in the dfhack thread

that said I made a bunch of other dfhack scripts for messing around the adv camps right down to one where you can move the adv camp to your location which reminds me any follower you assign to the campsite will permanently be stuck to that site if you disband them from the party so one could say go around recruiting a bunch of folks for entertainment then park them at a campsite then go pick more up and if the previous folks leave the party due to you not doing performances they will be station at the campsite forever so that you can win them over all over again.

hopefully this clean up of this old thread about adv homes does a good job explaining some things I probably miss some stuff but hopefully this covers most of the new update for Adv homes.
Spoiler: "v.2" (click to show/hide)

8
DF Modding / adventure breeding the RAW way...?
« on: October 24, 2010, 04:03:32 pm »
I'm been working on adventurer breeding for 31.xx since the first came out. Sadly even with runesmith and friendship enhancer it seems that like the only way I can do this is if I some how recreate the fast version of breeding with was with use of a CAT and dwarf companion's race swapping abilities. which brings me to this seeing how it's spiritual successor Runesmith doesn't have that yet and seems that the time when the creator does add that in, Toady will dump some new DF which will make my efforts pointless AGAIN!  I need to ask this question.
Which tag or lack of tag is it that bypass the "marriage first" block on creatures that prevents them from breeding in a season?

9
daruis has made it possible to body swap with out a cage trap

oh I done this on 31.10 yet I think one can do this with 40d with dwarf companion.
Spoiler: "31.10 version" (click to show/hide)

Anathema found another way to do this with out cage traps and utilities and also dump a save file on the character


now I only found two ways of staying with the same character. first one is simply walking to your destination(which is just as easy as it sounds) second and risky the Travel shuffle, where you have to Travel back you the town(area) you lost your old body to reappear in it then travel to your next destination( risky as this can lead to an ambush and either having to Travel back to the same spot or losing your character in the woods.)
if you wish to return to your old body just go back to the original spot(you might have to travel back to swap bodies.)
Spoiler: warning (click to show/hide)
so now with this you can finally get into the shoes of a law giver, a prisoner, a king, and many more!
edit: thanks for the alt title Kobold
edit: thanks for the alt way of doing it Anathema

10
DF Modding / stuck ins on barrels bags and quivers?
« on: August 13, 2010, 08:48:20 am »
I'm sense I might get a quick no from this, but oh well.
is there a way to increase the chance of stick ins with containers?

11
hello this is another confusing step by step guide in the world of Demon/creature summoning and what not.

note this uses runesmith or Dwarf companion of 31.# era. If you don't know about either of them then you will be totally lost because it heavily uses it, in fact the only other way you can get a demon is if the town has it as a prisoner which is rare.

edit:also I don't think runesmith was updated nor slavery enhancer so pulling this off in the new versions might not work. still

first thing get runesmith which won't be that hard if you visit dfmodding. or here
step 2.
Spoiler (click to show/hide)

step 3. check for which version you are using
Spoiler (click to show/hide)
step 4. gen a world
Spoiler (click to show/hide)

step 5. finding a a poor sap to join
Spoiler (click to show/hide)

step 6 the main one ADVENTURE TRAIT!
Spoiler (click to show/hide)

step 7 talking to the poor sap to join there no asking when we know sap going to say yes.
Spoiler (click to show/hide)

step 8 save before you travel
Spoiler (click to show/hide)
Spoiler: "Hiddenrunestuff" (click to show/hide)

so you should be on your way to sitting back and watching your minions do your dirty work.
best to combine this with slavery enhancer to start a family or keep most of the embark party when you abandon, but explaining how that works is another thread.

edit:also by performing this you have now broke the game seeing how you now know how to brainwash anything with a speaking ability.

edit: oh kay so far you can ask any one who does not respond with sorry it's my duty.
I'm trying to find a loop hole to this that won't remove their ranks.
So far this can work with warlords, and mayors but not on chief medical dwarfs or diplomats.

12
because my bronze colossus was cover head to toe in clothes weighing in over ~1000L and never wore a single shirt before retiring in a ruin town/elven retreat who only surviving member is a one eye camel demon.
the shocker was that the clothes are encrusted with loads of gems I suspect it was my jeweler I have recruited.
if they end up doing their old jobs then I should have recruited a doctor and a blacksmith for this rip apart limbs.

13
DF Dwarf Mode Discussion / heed of warning about rain
« on: April 02, 2010, 02:14:28 pm »
on a mountain try not to dig straight downwards or the rain would wash and cover up the updown stairs you made I learn that the hard way, by having my dwarves trap in the underground caverns with no way to path through the darkness. I came back only to find a rotten donkey I fear for the worst and the creatures got them.

14
DF Modding / embark anywhere sorta works on DF 31.01
« on: April 02, 2010, 01:09:51 pm »
so far in two tests it works on mountains yet when I first used it on a edge of a frozen lake it crashed.

15
a step on step guide to have little pitter patter of your war torn adventurer
and one way to have FUN.

for 31.19+
1. embark somewhere close to the adventurer/or adventuress
2. place the pointer on fresh dead animal then swap to it using Dfusion
3. finish the game
4. (if you successfully done the three steps you can retire in the fort, if not then don't matter just find a hamlet near by if you want to retire.) take your adventurer or adventuress to the fort
5.slap this code in to plugin.lua which is in the adv_tools folder for Dfusion and the adv_tool menu line in with the rest of the adv_tool menu section(should be easy to do). this code will make your adventurer/ess playable in fort mode
Code: [Select]
function Adv_tools.fortme()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")

vector=engine.peek(myoff,ptr_vector)
--indx=GetCreatureAtPos(getxyz())
indx=0
--print(string.format("%x",vector:getval(indx)))
flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
flg:set(51,false) -- 76 is ghostliness flag.
--flg:set(1,0) -- alive
--flg:set(13,1) -- skeleton

engine.poke(vector:getval(indx),ptr_Creature.flags,flg) --save flags
end

function Adv_tools.fortdy()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")

vector=engine.peek(myoff,ptr_vector)
indx=GetCreatureAtPos(getxyz())
--indx=0
--print(string.format("%x",vector:getval(indx)))
flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
flg:set(51,false) -- 76 is ghostliness flag.
--flg:set(1,0) -- alive
--flg:set(13,1) -- skeleton

engine.poke(vector:getval(indx),ptr_Creature.flags,flg) --save flags
end

Adv_tools.menu:add("?make adventure playable in fortmode?",rum_tools.fortme)
Adv_tools.menu:add("?makefort playable?",rum_tools.fortdy)
6. grab Dfhack and run DFMODE and in DF hit the Esc and hover over the save game command.
7. in DFMODE swap over to fort and direct command then in DF save the game
8. once you reloaded the game you should be in fort mode with no members in the fort this is where using Fortme comes into play run it before doing anything yet so you have atleast one playable person.
9. once you clean up the description clutter and smooth/engrave/dug out a section of a wall to reveal the fort use Fortdy on a opposite gender dwarf and play out Fort mode normally.
9a. if you have a human adventurer then swapping the race then removing is resident might help or have friendship on so far this works well with Dwarves.
9b. I haven't tested out what will happen if you use this on a race changed human/dwarf so expect horrible can't be seen babies.

Spoiler (click to show/hide)

now the hard part.... getting the newly-born child to follow you.
you could wait until the child is in walking by him/her self age before leaving the site, then use Dfusion to make them join you.
well I found out you can't until someone makes a Profession Converter so that you could remove the baby/child profession or let the baby grow up which could be help by dropping the raw for child age to 1.

well hope this helps I'm off to punt a infant into a pit of magma.
Using the child I had brought into the world via body swapping!


well hope this helps I'm off to punt a Noble into a custom pit of Magma Crabs.
Using the child I had brought into the world using "hijacking/body swapping"!

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