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Author Topic: Mod suggestion  (Read 1306 times)

Saetar33

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Mod suggestion
« on: January 02, 2011, 07:41:09 pm »

I have a suggestion.
IF your fort has over 80 dwarves and you decide to leave, what if you got a popup option that was like, "Do you want to allow this fortress to grow on its own, to be a dwarven civilization?"  Y'know, so on a world with no dwarves, you can make a fort, and then there'll be a dwarven civilization, always.  Unless it gets destroyed.  :P
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

freeformschooler

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Re: Mod suggestion
« Reply #1 on: January 02, 2011, 07:44:02 pm »

Sorry to break it to you, kid, but this is basically impossible.
DF modding is essentially limited to the RAWs. That would probably require modifying the DF runtime (exe, etc), which no one except the DF programmers can currently do.
I do believe that if your fort acquires a king, you can have something similar, though.
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Flying Carcass

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Re: Mod suggestion
« Reply #2 on: January 02, 2011, 08:19:25 pm »

Perhaps the OP could mod the dwarf entity so monarch is an appointed position by, say,  the mayor?


Edit: Tested putting the [appointed_by:expedition_leader] (or whatever the correct tag phrase is... copied and pasted it from one of the beuracrat positions) under the monarch position, and it did not make the monarch appointable upon embark. Perhaps those landholder tags may have something to do with it, perhaps the succession tag... dunno, don't care enough to look further into it.
« Last Edit: January 02, 2011, 09:06:51 pm by Flying Carcass »
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TomiTapio

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Re: Mod suggestion
« Reply #3 on: January 02, 2011, 08:40:50 pm »

Having a King does not offer an alternative to the "abandon fort" menu option.
The desired new option "quit and merge fort into the world" would let to fort run as a "non-player character" civilization, but Toady probably won't program it in.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

freeformschooler

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Re: Mod suggestion
« Reply #4 on: January 02, 2011, 08:45:41 pm »

Having a King does not offer an alternative to the "abandon fort" menu option.
The desired new option "quit and merge fort into the world" would let to fort run as a "non-player character" civilization, but Toady probably won't program it in.

...it doesn't? I could have sworn I read on the wiki that once you had a monarchy going, the abandon fortress option would change to something else similar but not quite like "turn into a new civilization".
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Saetar33

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Re: Mod suggestion
« Reply #5 on: January 02, 2011, 09:10:06 pm »

Well hey, can't blame me for not tryin'.   Oh well, it was just a passing fancy; I saw a thread that said there were no dwarven civs on the planet,  and this idea popped up.
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

Sutremaine

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Re: Mod suggestion
« Reply #6 on: January 02, 2011, 09:16:23 pm »

The desired new option "quit and merge fort into the world" would let to fort run as a "non-player character" civilization, but Toady probably won't program it in.
I wonder how difficult it would be to do that? It seems like the sort of thing he'd be interested in doing (imagine an old dwarf of yours being the liaison, or even immigrating to the fortress), based on his interest in generating a whole world outside your embark area.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Deteramot

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Re: Mod suggestion
« Reply #7 on: January 02, 2011, 11:21:15 pm »

When the evolution and change of the world continues after World-gen, it's very possible that Toady may implement something like this, with your home civilization expanding as you play Fortress mode.

As it stands now, though, I'm fairly certain nothing in the world changes after gen. You get new legends (about your adventurer and dwarfs) but nothing hugely world changing.
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I'm currently making a nice room for my legendary clerk. I always treat my legendaries with the greatest respect, giving them the best rooms and so on. Although the walls are mostly engraved with pictures of my miner starving to death after he fell down a well, so it's not too cheerful.

TomiTapio

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Re: Mod suggestion
« Reply #8 on: January 04, 2011, 09:04:31 am »

As it stands now, though, I'm fairly certain nothing in the world changes after gen. You get new legends (about your adventurer and dwarfs) but nothing hugely world changing.
Maybe a powerful adventurer can go slay an entire goblin/elf civ. Unknown. Best to attempt with a civ that has only 20-30 people in it.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Saetar33

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Re: Mod suggestion
« Reply #9 on: January 08, 2011, 10:38:31 pm »

As it stands now, though, I'm fairly certain nothing in the world changes after gen. You get new legends (about your adventurer and dwarfs) but nothing hugely world changing.
Maybe a powerful adventurer can go slay an entire goblin/elf civ. Unknown. Best to attempt with a civ that has only 20-30 people in it.

Grab 19 allies, go depopulate town, repeat as needed.
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"