1 you need the recent Dfhack
for it's Dfmode and Dfusion and or Runesmith
for flag changing though Dfusion has a chance of making a quick edit though Runesmith has easy access to Civ numbers.
2 you need to use Dfusion or Dflair to remove the scatting tiles from the embark site which isn't needed but a life saver when you travel out of the home.
3 is to either Start digging up/organizing the site so the adventurer can go in and finish up or go straight to step four.
4. make the adventure someone who is dead using DFusion adventure changer then hit the Esc.
5. boot up Dfmode hit change the mode to adventure, managing which is 1,0
6. save the game then reload it if done correctly you are now dead.
7. finish the game
8. now with the fort becoming a retirement center you just need to take the adventurer there once on the site use Runesmith, Dfusion to remove the Is resident tag on the adventurer and set it up so that they have the same civ number(checking the residents Civ number and copying that on to the adventurer).
9. hit Esc use Dfmode again only have it set as 0,1
10. save and check with out unpausing that the Adventurer is controllable now if you selected dwarf all you need to notice is it the adventurer has the normal dwarf mode face and not a @ if they have a @ then go repeat 8.
now you are on your way to building free medicare and custom weapons having a love life and netting free minions who will work for you and defend the area from bandits.
june 13 someone shown me there was a faster way to retire a fortress,
which is simply
- go to escape menu
- use Dfmode to change over to adventure mode and assume direct control 1, 1
- back to Dwarf fortress go to give in to starvation and end the game.
Bonus stuff one could do using Dfmode.
Setting up a underground fort with no signs of entry from the surface.
The neat thing about how the game hides and unhides tiles on the memory and vision the adventurer when cross over to fort mode.You can 'reveal' the caverns or hell without digging from the surface on fort your playing on. To do this and start a hidden base you just need to swap over to fort mode Directly under the site and to do that you need to find a cave(hard) or find a old fort that breached the caverns swap over to adventure mode and walk into the caverns though the journey to your embark site can be a challenge on it's own and the farther the entrance to the caverns is the harder it is to pull this off.
Oh and due to the fort mode would only reveal the tiles the adventurer had scene there chances you could leave your self with a 3x3 tile of room to work with... luckily you could fix this by digging up or removing a wall tile which then reveals all the empty spaces.
Saving your pets.
Working on it. solution for this is to make every one a companion even the pets then take them with you or just make the pets a companion.ARMIES
there two types the Entire fort and squads.
Entire fort simple but should be used for reckless attacks any one killed that was vital to the fort in a Entire fort attack it's on your head but these are more fun when you out number the bandits and human forts with your army.
Squads the smaller type which takes more Dfusion magic to work than the Entire fort means of attacking. this is due to having to swap to the leader or member of the military group you want to send out and make every one there a companion to that person then Travel to the destination
doing this means no member needed for the fort dies but you are limited on man power, so do this for tactical strikes or if the threat is small.
the great thing about Armies is that if you throw in an adventurer to the group you can retire the men in a small hamlet and go back to your fort and train the rest for a second strike. You can also repeat the this process if you have another adventurer on the site or make new adventurers.
you could have community turn based Strategy game with this.
well I found another way to keep animals alive after retiring.
you just revive them once you go back.
A couple of breakthroughs during the month I been messing around:
one is if you can recruit any sentient creature to military if you swap the fort race
(or swap the race of the creature to the fort race ) then enlist them to the military, now while you can have minotaur archers you can't get minotaur generals until you happen to let two minotaur mate and give birth to one or set the migrant wave
Second which can be helpful for armies is that you can just set the enlist creature to friendly
and still have access to military control over that unit,(example)
oh capturing these beasts might be a challange given normal Dfusion only gives you bare bone tools and you have to sneak up to the creature and hope that they don't see and fully be aggro to you.Kidnapping
Favorite past time in Adventure mode is kidnapping royals from their fortress and bringing them back to my fort.
Doing this is as easy and hard as finding a fortress that has people living inside.
Though the tricky and more satisfying is to find one that in an unable site like a mountainhome or a elven resort then bring them to your home.
how I do this is by using Dfusion's site changer
to change the site to something Toady didn't removed from the game(there a event option that marks the place as a red X on your quest map and travel screen and every one would just be standing there so kinda like a old elven resort), which will spawn them on the map.
have a collection of Royal prisoners and have FUN!*
*I am in no way accepting any chances of lost of life or lost of fortress by loyalty crusades if you go out and do these things.