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Author Topic: Killing elves  (Read 1412 times)

Kriby

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Killing elves
« on: February 12, 2012, 01:12:54 pm »

I can't find any elves to kill in adventurer mode! You've gotta help me Forum-wan Kenobi, you're my only hope!
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Loud Whispers

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Re: Killing elves
« Reply #1 on: February 12, 2012, 01:16:25 pm »

Mod them to build towns, or make them scary bandits! Otherwise, no elves :(

(Unless you find a fortress full of naked elf wrestlers...)

Glanzor

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Re: Killing elves
« Reply #2 on: February 12, 2012, 01:22:48 pm »

If there was a long war between humans and elves in some part of the world then this part will most likely have elf bandits.
Otherwise, no elf-killing in this version without modding, sorry.
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Chilton

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Re: Killing elves
« Reply #3 on: February 12, 2012, 09:04:41 pm »

You just gave Me an idea.
Mod Elves into Fortress Mode.
Kill them creatively.
Whilst playing as them.
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Exlo

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Re: Killing elves
« Reply #4 on: February 13, 2012, 12:05:33 am »

Deon's Genesis mod has some sylvan elves which greatly resemble vanilla elves. Though in adventure mode they are likely only going to be found as bandits and the like. They are there though.
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Telekinesis

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Re: Killing elves
« Reply #5 on: February 13, 2012, 01:55:08 am »

Yes play Genesis mod I can vouch that there are a ton of elves around to um "play" with as I have been meeting them very frequently in ambushes when running around in their territory.  The Dusk elves are cool though and they even have towns and good weapons and armor for you.
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Tiruin

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Re: Killing elves
« Reply #6 on: February 13, 2012, 05:43:41 am »

Yes play Genesis mod I can vouch that there are a ton of elves around to um "play" with as I have been meeting them very frequently in ambushes when running around in their territory.  The Dusk elves are cool though and they even have towns and good weapons and armor for you.

If you do aim for Genesis mod, the 'Good' elves are the Dusk and Dunedwellers, those you 'want' to kill due to equal ethics to vanilla DF are the Sylvans.


If you do want to kill Elves (wondering why, as it's the ethics that differentiate them in adventure mode), go into the raw folder from the DF folder > objects > entity default.

Then do this:

'Ctrl + f'ind the word 'Elf' then scroll a bit down until you see:
Quote from: What you see
[DEFAULT_SITE_TYPE:TREE_CITY]
   [LIKES_SITE:TREE_CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [TREE_CAP_DIPLOMACY]

This designates where their race starts. Currently, you cannot see any Forest homes nor Mountain Halls in adventure mode, nor in fortress mode for that fact.

Replace that with:
Quote from: What you should see
[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:TREE_CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
        [START_BIOME:ANY_FOREST]
        [BIOME_SUPPORT:ANY_LAKE:1]
        [BIOME_SUPPORT:ANY_FOREST:3]
        [BIOME_SUPPORT:ANY_RIVER:1]
        [TREE_CAP_DIPLOMACY]
So they would start out in 'human' cities.



And for another unrelated note, if you did mod in Elven diplomats and do not want to get the tree-capping rule, just delete the [TREE_CAP_DIPLOMACY] from there. Not fun though.

Edit: Welcome to the Bay12 Forums Telekinesis!
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Chilton

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Re: Killing elves
« Reply #7 on: February 13, 2012, 09:27:27 am »

Yes play Genesis mod I can vouch that there are a ton of elves around to um "play" with as I have been meeting them very frequently in ambushes when running around in their territory.  The Dusk elves are cool though and they even have towns and good weapons and armor for you.

If you do aim for Genesis mod, the 'Good' elves are the Dusk and Dunedwellers, those you 'want' to kill due to equal ethics to vanilla DF are the Sylvans.


If you do want to kill Elves (wondering why, as it's the ethics that differentiate them in adventure mode), go into the raw folder from the DF folder > objects > entity default.

Then do this:

'Ctrl + f'ind the word 'Elf' then scroll a bit down until you see:
Quote from: What you see
[DEFAULT_SITE_TYPE:TREE_CITY]
   [LIKES_SITE:TREE_CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [TREE_CAP_DIPLOMACY]

This designates where their race starts. Currently, you cannot see any Forest homes nor Mountain Halls in adventure mode, nor in fortress mode for that fact.

Replace that with:
Quote from: What you should see
[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:TREE_CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
        [START_BIOME:ANY_FOREST]
        [BIOME_SUPPORT:ANY_LAKE:1]
        [BIOME_SUPPORT:ANY_FOREST:3]
        [BIOME_SUPPORT:ANY_RIVER:1]
        [TREE_CAP_DIPLOMACY]
So they would start out in 'human' cities.



And for another unrelated note, if you did mod in Elven diplomats and do not want to get the tree-capping rule, just delete the [TREE_CAP_DIPLOMACY] from there. Not fun though.

Edit: Welcome to the Bay12 Forums Telekinesis!

The Species of Elf makes no difference.
They are all Elves and they all need to Burn.
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I Like To Think Of Myself As An Artist - I Create Masterpieces With My Tools Of Trade.