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Author Topic: Advanced Time after Retiring?  (Read 1322 times)

srifenbyxp

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Advanced Time after Retiring?
« on: August 07, 2014, 08:04:28 am »

I've finally dug my way into the very floor of the ultimate fun zone. Completed with a stable stairwell/floor right into a plateau where I did the ultimate combat test. My dwarfs did better than expected slaying 10+ frenemies and only losing 2/3 forces because everybody ran out of gifts to exchange.

I wanted to see if there's a way to advance time after retiring a fortress to see if it withstood the test of time when I adventure mode into my fortress.
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martinuzz

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Re: Advanced Time after Retiring?
« Reply #1 on: August 07, 2014, 08:08:16 am »

Well, every time you start a new adventurer, or fortress, the calender is advanced by 15 days. SO I guess you could spawn and retire a few adventurers before creating the one that will visit the fort.
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srifenbyxp

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Re: Advanced Time after Retiring?
« Reply #2 on: August 07, 2014, 08:28:01 am »

Awe man, I wanted to advance a few hundred years. Thats alot of retiring.
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klefenz

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Re: Advanced Time after Retiring?
« Reply #3 on: August 07, 2014, 11:31:52 am »

The only thing I can think is:
-disabling FPS cap
-embarking in a 1x1 area
-building your fortress in a giant atom smasher
-waiting for a vampire to show up
-locking the vampire outside the atom smasher
-set pop cap to 1
-atom smash everyone
-wait a few centuries

I dont know how long it could take, but I think its the fastest way.

[Edit] With atom smashing I meant a huge cave-in to crush everything, dwarves and items alike.
« Last Edit: August 07, 2014, 11:37:25 am by klefenz »
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Waterlimon

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Re: Advanced Time after Retiring?
« Reply #4 on: August 07, 2014, 11:59:41 am »

Hack the game to process the world for longer than 15 days maybe?

It might not be that difficult if its just a variable somewhere that says "15" and you change it to "30*12*100" (whatever the value of that is) using cheat engine or some other similar kool kid haxoring program.
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therahedwig

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Re: Advanced Time after Retiring?
« Reply #5 on: August 07, 2014, 12:18:02 pm »

Actually, it wouldn't really matter anyway: While worldgen takes into account defences(sorta), the calender doesn't. It just allows the attacking or invading force to take over a place without anything against it.

Therefore, the moment someone would attack your fort, it would fall.

Calender is still a bit limited at the moment, but now it's there it'll be quick to improve on.
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