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Author Topic: Hermit Mod?  (Read 2138 times)

simonthedwarf

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Hermit Mod?
« on: July 12, 2012, 05:42:19 pm »

Is there a way to mod so you can start with a single dwarf only?
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Putnam

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Re: Hermit Mod?
« Reply #1 on: July 12, 2012, 05:46:50 pm »

No. Content, not mechanics.

Person

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Re: Hermit Mod?
« Reply #2 on: July 12, 2012, 11:19:34 pm »

Doesn't runesmith or dfhack have a utility to mod starting dwarf amount? Not sure off the top of my head. It won't prevent the first two waves, but setting pop cap to 1 and having those waves kill themselves (or doing it with said utilities and laying them to rest, again with said utilities(unless you remove them from existence entirely, but I don't know if you can do that.) and slabbing them will probably be effective. As long as you aren't in an evil biome, of course. Or you could just roleplay it that your dorf is the last one not infected/cursed by something or another, which would work well. Just gotta make sure there's no ghosts, because having your only dorf murdered by a ghost isn't fun enough.
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Replica

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Re: Hermit Mod?
« Reply #3 on: July 13, 2012, 01:12:23 am »

The starting seven and the first two migration waves are hardcoded into the game and can not be modified or changed in any way using any tool or magic thingimagoo in existance.
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Blakmane

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Re: Hermit Mod?
« Reply #4 on: July 13, 2012, 02:23:57 am »

The starting seven and the first two migration waves are hardcoded into the game and can not be modified or changed in any way using any tool or magic thingimagoo in existance.

This isn't true. You can modify starting dwarf number, but i've only ever seen it modified *up*. Here is a link to an older version which is no longer compatible, but at least shows the idea is plausible using the latest version: http://www.bay12forums.com/smf/index.php?topic=78311.0

*edit*

first two migration waves are hardcoded, however.
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Replica

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Re: Hermit Mod?
« Reply #5 on: July 13, 2012, 04:12:01 am »

The starting seven and the first two migration waves are hardcoded into the game and can not be modified or changed in any way using any tool or magic thingimagoo in existance.

This isn't true. You can modify starting dwarf number, but i've only ever seen it modified *up*. Here is a link to an older version which is no longer compatible, but at least shows the idea is plausible using the latest version: http://www.bay12forums.com/smf/index.php?topic=78311.0

*edit*

first two migration waves are hardcoded, however.

My apologies.

Correction, you can't decrease the starting number of dwarves under 7.
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miauw62

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Re: Hermit Mod?
« Reply #6 on: July 13, 2012, 06:04:20 am »

You *can* however, kill all the unwanted dwarves at embark.

Just quickly make some wooden spears and a spear trap, make it into a danger-room and burrow your unwanted dwarves in there, while the wanted one pulls the lever. They'll get impaled eventually.
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abculatter_2

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Re: Hermit Mod?
« Reply #7 on: July 13, 2012, 08:12:27 am »

You *can* however, kill all the unwanted dwarves at embark.

Just quickly make some wooden spears and a spear trap, make it into a danger-room and burrow your unwanted dwarves in there, while the wanted one pulls the lever. They'll get impaled eventually.

Or embark on a terrifying undead location.
If you're lucky, it'll probably be harder to KEEP your dwarves, rather then get rid of them!
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Fishybang

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Re: Hermit Mod?
« Reply #8 on: July 13, 2012, 12:27:14 pm »

Or do what i like to do. I send tem to kill everything on the map, then theyll go insane and kill oncoming migrants.
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Cheesoburgor

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Re: Hermit Mod?
« Reply #9 on: July 13, 2012, 01:01:47 pm »

or cut off beer supply
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