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Author Topic: Retired Adventurers  (Read 2387 times)

EmperorJon

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Retired Adventurers
« on: April 04, 2012, 03:59:31 pm »

I know they turn up in Dwarf mode, but only adventurers belonging to your dwarven civ? Does retiring make you a "member"? Could we mod dwarven towns, retire as other races, and arrive as migrants?
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

bukitodinos

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Re: Retired Adventurers
« Reply #1 on: April 04, 2012, 04:23:21 pm »

Hmm i dont know... TO THE RAWS!!!
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Fen

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Re: Retired Adventurers
« Reply #2 on: April 04, 2012, 07:10:52 pm »

This made me realize it may be possible to create a small army of demigod adventurers with fantastic fighting skills and soul attributes, retire them immediately, and then make a fort and wait for my uberdwarves to show up and join the military.

That is a -may- be possible thing, though. I don't know if that would actually work.
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Maynot

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Re: Retired Adventurers
« Reply #3 on: April 04, 2012, 11:09:21 pm »

I do believe it is possible as long as you retire your dwarf adventurer in a town that belongs to the civ that your fort is from.  I even had my were-cursed adventurer visit and rip some dwarves to pieces (Legend 4500+ wrestling).  You can visit your retired adventurer in adventure mode and kill them too.
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bukitodinos

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Re: Retired Adventurers
« Reply #4 on: April 05, 2012, 06:55:44 am »

what? *checks*

AWESOME!!!!
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I mean for the love of god! There's hair trying to kill a dog!
back to professional martinis with bukitodinos!
---
Put the flag in the martini and were done!
siggy!

Hylas

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Re: Retired Adventurers
« Reply #5 on: April 05, 2012, 07:08:47 am »

I've modded in cities for every race, and retiring in one will make you a member of that civ. Your even get "at peace with wildlife" if you retire and unretire from an elf civ.
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RAKninja

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Re: Retired Adventurers
« Reply #6 on: April 05, 2012, 02:00:51 pm »

I've modded in cities for every race, and retiring in one will make you a member of that civ. Your even get "at peace with wildlife" if you retire and unretire from an elf civ.
does retiring gobbo give you [BABYSNATCHER]?
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EmperorJon

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Re: Retired Adventurers
« Reply #7 on: April 05, 2012, 02:08:03 pm »

TO THE SCIENCEMOBILE.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

RAKninja

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Re: Retired Adventurers
« Reply #8 on: April 05, 2012, 02:17:40 pm »

hrm, if only i knew how the goblin snatcher job works....  how it was assigned.

it'd be awesome to train up a commando master thief, and see how well he works in a real fortress.
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EmperorJon

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Re: Retired Adventurers
« Reply #9 on: April 05, 2012, 02:39:17 pm »

I retired a human adventurer in a dwarven town, the game is modded in that sense but I know that you can retire if you're stood in a site even though the buildings don't exist. So, if my adventurer turns up I'll know if it's possible to get a totally vanilla multi-race fort. I could have modded it to get not very many historical figures, which would probably have been a much better idea... as it is, I've just got invasions and such off for safety, temperature and weather off for speed, no FPS cap, and low GFPS, so I'm bobbing around 600/700 at the moment. :)
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

EmperorJon

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Re: Retired Adventurers
« Reply #10 on: April 05, 2012, 03:54:01 pm »

Nothing yet. I'll begin afresh tomorrow with a limit to the population caps in the hope that I get ALL the historical figures.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Paramatter

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Re: Retired Adventurers
« Reply #11 on: April 05, 2012, 08:54:26 pm »

I retired a human adventurer in a dwarven town, the game is modded in that sense but I know that you can retire if you're stood in a site even though the buildings don't exist. So, if my adventurer turns up I'll know if it's possible to get a totally vanilla multi-race fort. I could have modded it to get not very many historical figures, which would probably have been a much better idea... as it is, I've just got invasions and such off for safety, temperature and weather off for speed, no FPS cap, and low GFPS, so I'm bobbing around 600/700 at the moment. :)
I believe it's been pretty well established through experiments with the BABYSNATCHER tag and transformation reactions that it's possible to have migrants of other species from the same civ show up and technically be a part of your fort...  But that you can't assign them any labors without help from external utilities.

RAKninja

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Re: Retired Adventurers
« Reply #12 on: April 06, 2012, 12:08:13 am »

I retired a human adventurer in a dwarven town, the game is modded in that sense but I know that you can retire if you're stood in a site even though the buildings don't exist. So, if my adventurer turns up I'll know if it's possible to get a totally vanilla multi-race fort. I could have modded it to get not very many historical figures, which would probably have been a much better idea... as it is, I've just got invasions and such off for safety, temperature and weather off for speed, no FPS cap, and low GFPS, so I'm bobbing around 600/700 at the moment. :)
I believe it's been pretty well established through experiments with the BABYSNATCHER tag and transformation reactions that it's possible to have migrants of other species from the same civ show up and technically be a part of your fort...  But that you can't assign them any labors without help from external utilities.
but is it possible to have an adventurer that shows up on site as a snatcher?
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MrWiggles

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Re: Retired Adventurers
« Reply #13 on: April 06, 2012, 12:17:35 am »

You still can't have mixed race forts currently. This was addressed in the Future of the Fortress thread, and by a dev post, I think.
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EmperorJon

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Re: Retired Adventurers
« Reply #14 on: April 06, 2012, 04:13:35 am »

Mind finding a link?
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.
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