so the second option is more inline with the tofort script. which is just switching back over to fort mode and back, and like that process would resize the game field to the site size eventually,
and tofort is more an unstable version of retiring an adventurer on a player fort and playing an unretired fort with your adventurer.
This is an interesting script. Where can find it? How use it? Are there any issues (bugs) with it?
oh and the site making aspect now vanilla wise is just chopping down a tree which makes a 1x1 embark size important location site which one could build on but can't really set up civ zones and claim it ...I think adv fort has the means to do it but it's a bit tricky and maybe require gm-editor to edit the civ zone to be one you can claim the site with... just to unlock the means to retire.
and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.
So, am I understanding correctly that anywhere on the map where there's at least one tree, you can cut it down. Then modify the terrain (dig, level the terrain, etc.), build buildings there, and will all this be permanent? And you specified a 1x1 size, will it increase later?
and I think if someone feel like one could force the game into the 'still-in-the-game' adv build menu to make a site with dfhack.
I'm not quite understanding you—is this something that can already be done, or could this feature be added to the adv fort in the future?
tofort is a warmist script that I think got updated to include my on the fly switching the original required one to save into the other game mode which might be stable but far more uhh permanent in switching.
here's the link to the public build of tofort which was updated for 51 which might work in 53? oh wait ziusudra already posted it
important location is a site type that is invisible but mostly there to keep check for any terrain changes, it's the size of a nano fort and can't be expanded I think chopping down trees around the area would lead to more 1x1 site types which get really screwy when place that close together.
the adv camp building menu is still in the game it just hidden due to there no premium graphical design for the ui. I feel like booting into that now would lead to the new ui overlaid on top of the old ui... so one has to either hide the new ui and re-rig the whole thing to work again.
that all said there was a fork version of advfort called compfort which was assigning jobs to followers and companion order had some signs of ordering companions to do jobs.
it just ended up much more of a headache given fort mode jobs takes a whole lot of time to complete and adv mode makes it so the player can pass the time until the job is done by waiting, ordering a npc to do a job the main adventurer isn't doing just mean you're kinda stuck waiting for this job to be done and one can't just leave or multitask too far from the assign jobs.