Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Hermit challenge.  (Read 1764 times)

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: Hermit challenge.
« Reply #15 on: September 03, 2008, 06:00:33 pm »

Easiest way that I could think of to get rid of the other 6 dwarves is to:

1) bring enough rope to tie off all your animals you wish to keep.
2) tie up tour animals
3) dig a pit that resembles this:
Code: [Select]
╔═════╗               O╗╚╝╔║═╩ all equal walls
║=====║╔══╗           + equals floor
║=====╚╝X+╚══╗        < equals stairs
║=====++O+++<║   
║=====╔═╩════╝
║=====║
╚═════╝
4) set a meeting zone in the area marked with "="
5) make the dwarf you wish to keep buld a wall on the "X"
6) tadaa! You are finished.

A refinement of this method: bring 1 cage.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

Jifodus

  • Bay Watcher
  • Resident Lurker
    • View Profile
    • Dwarf Fortress Projects
Re: Hermit challenge.
« Reply #16 on: September 04, 2008, 11:33:42 pm »

Use the following instructions at your own risk. Since this involves editing dwarfort.exe with a hex editor.

1 ) Look here for the version you want.
2 ) Click on the correct version and view the source.
3 ) Look for the value with the name "starting_dwarf_count".
4 ) Subtract 0x0040000 from what's in the value (both are hexidecimal values). This is where the starting dwarf count is.
5 ) Open dwarfort.exe in your hex editor.
6 ) Go to the offset you found in (4).
7 ) Replace the 07 with 01.
8 ) Save modified executable.
9 ) Start modified executable.
0 ) Start new game.

Example for v0.28.181.40c:
Code: [Select]
<address name="starting_dwarf_count" value="0x008536B9" />Since starting_dwarf_count is 0x008536B9, the offset to edit will be 0x004536B9.

If that isn't enough to help or if you don't know how to undo your changes. Then don't bother trying, since it'll only cause problems.
Logged

Noble Digger

  • Bay Watcher
    • View Profile
Re: Hermit challenge.
« Reply #17 on: September 05, 2008, 06:04:08 pm »

Can't this be accomplished via modding? In Entity_Default.txt change [START_GROUP_NUMBER:10] to [START_GROUP_NUMBER:1].  I notice that on games when I start with 7 dwarves and population cap 1, I will still get 3 immigrants until I have 10 dwarves.

I'm unsure if reducing this number to 1 will actually get you a 1-dwarf expedition at embark, but it seems like a good bet. The game UI may force 7 dwarves in hard code. I'd love to be able to set dwarf number and embark point totals in the raws, and I loved back when you got extra wagons to hold all your extra crap.
Logged
quib·ble
1. To evade the truth or importance of an issue by raising trivial distinctions and objections.
2. To find fault or criticize for petty reasons; cavil.
Pages: 1 [2]