Bay 12 Games Forum

Please login or register.

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

Author Topic: Multicultural fortress  (Read 3028 times)

satan

  • Bay Watcher
    • View Profile
Multicultural fortress
« on: August 10, 2013, 12:42:18 pm »

I would like to play a fort filled with goblins, humans, kobolds, elves and dwarves. Is there any way to do this?
Logged
ʕ•ᴥ•ʔ

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Multicultural fortress
« Reply #1 on: August 10, 2013, 12:50:21 pm »

No non-buggy/hackish way to do it, unfortunately. It's something I'd like to do, too!
Logged

edgefigaro

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #2 on: August 10, 2013, 12:53:27 pm »

Step one: Capture Kobolds, Goblins, Humans, and Elves in cages.
Step two: Put cages inside fort.
Logged

Swonnrr

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #3 on: August 10, 2013, 12:59:49 pm »

Maybe it could be done by fiddling with the caste system...?
Like a main caste of dwarves, then copying the kobold attributes and description inside a subcaste, the elves into another, etc...
Logged

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Multicultural fortress
« Reply #4 on: August 10, 2013, 01:03:00 pm »

Maybe it could be done by fiddling with the caste system...?
Like a main caste of dwarves, then copying the kobold attributes and description inside a subcaste, the elves into another, etc...

It's possible but then you get weirdness like kobolds being born from dwarves and goblins giving birth to elves and so on.
Logged

Anathe

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #5 on: August 10, 2013, 01:03:38 pm »

Step one: Capture Kobolds, Goblins, Humans, and Elves in cages.
Step two: Put cages inside fort.

Step three: Seal entrances.
Step four: Open cages.
Step five: Fun.
Logged

TripJack

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #6 on: August 10, 2013, 01:04:48 pm »

a multicultural fortress would be an affront to almighty armok

it's just wrong
Logged

Kibstable

  • Bay Watcher
  • We didn't start the fire...
    • View Profile
Re: Multicultural fortress
« Reply #7 on: August 10, 2013, 02:12:44 pm »

I embarked on a human town where they were coexisting with goblins, after killing the half that didn't like me  I'm now co-habiting with humans and goblins.   The humans and goblins are not under my control (I'd be lying if I said I had the dwarves under my control) but they hang around on street corners without causing trouble, and when I finally had a vile force of darkness show up they were just as good at being pin cushions as my dwarves.
Elves were not allowed to share this fort with us!...
Logged

Astrid

  • Bay Watcher
  • This is a text.
    • View Profile
Re: Multicultural fortress
« Reply #8 on: August 10, 2013, 02:20:41 pm »

I would like to play a fort filled with goblins, humans, kobolds, elves and dwarves. Is there any way to do this?
Wait on the next update. Make an fortress. Then switch to adventure mode, make adventures of other races and go to your
fortress adn retire there. Switch back to Fort mode, Volia, you have an multi cultural fortress.
Logged

satan

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #9 on: August 10, 2013, 02:48:35 pm »

I´ve heard that very rarely, nobles of other races come with the migrant waves. Would killing off nobles until a rare one came by work? If you get two elves of opposite gender this way, would it be possible to breed them? What if you have a female elf noble and chain up a male elf from the trading caravans, could the female elf get pregnant through pollination?
Logged
ʕ•ᴥ•ʔ

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Multicultural fortress
« Reply #10 on: August 10, 2013, 03:00:29 pm »

I´ve heard that very rarely, nobles of other races come with the migrant waves. Would killing off nobles until a rare one came by work? If you get two elves of opposite gender this way, would it be possible to breed them? What if you have a female elf noble and chain up a male elf from the trading caravans, could the female elf get pregnant through pollination?

Only the king/queen, currently. And they comes by themselves. And sentient creatures only breeds when they're married, like dwarves.

So good try, but there're no way to do it outside of hacking or caste mod.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Multicultural fortress
« Reply #11 on: August 10, 2013, 06:51:51 pm »

I did manage it with an older version of dfusion that came with DFHack. Had humans, elves, and a squirrel demon arrive but the save corrupted rather quickly.

zimluura

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #12 on: August 11, 2013, 09:46:57 am »

with dfhack and dfusion i had it going pretty good once.  old version 0.31.25. i think i needed runesmith to make it work too.  and the dfusion script had to be run each time i loaded the game otherwise the other races would be treated as pets and have to drink from the stream.

it also meant that my first couple tomb hallways were filled with goblin invaders that we killed.  until i removed goblin from the friendship races file.

had a couple of elves, and a modded ogre, centaur, and a halfling.  lots of fun.  ogre was awesome, had a great-axe and killed a dragon once.  the elves were quick and good at chasing down thieves.

iirc its not going to be 100% working in the next version, but might come after that as people unretire forts they have adventurers living in.
Logged

Halfling

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #13 on: August 11, 2013, 11:30:02 am »

Option 1. "Alliance" creature with various different creatures as its castes

Result: creatures will coexist and happily intermarry and interbreed. Dwarves will give birth to kobolds as noted above. Also they will all bleed "allied" blood and share some other things that can't be defined at the caste level.

Option 2. Being of a race is a contagious disease: When a creature arrives in your fort, after 1000 phases, have it randomize into a race with cumulative body transformation probability. Make races then spread their race instantaneously, which is a permanent body transformation into that race (and this must be set to only affect creatures you intend to transform). Since you can't transform the already transformed...

Results: Genuinely different creatures living together. When a creature has a baby, it will make it be permanently of its own race (but it should be already). Intermarriages will still exist due to migrants being married before arrival randomization and who even knows what will happen then. Your screen is flooded with transformation messages when migrants are randomized to a race. Your creatures cannot become werecreatures.

No non-buggy/hackish way to do it, unfortunately. It's something I'd like to do, too!
^

Bigheaded

  • Bay Watcher
    • View Profile
Re: Multicultural fortress
« Reply #14 on: August 11, 2013, 12:27:08 pm »

Option 1. "Alliance" creature with various different creatures as its castes

Result: creatures will coexist and happily intermarry and interbreed. Dwarves will give birth to kobolds as noted above. Also they will all bleed "allied" blood and share some other things that can't be defined at the caste level.

Option 2. Being of a race is a contagious disease: When a creature arrives in your fort, after 1000 phases, have it randomize into a race with cumulative body transformation probability. Make races then spread their race instantaneously, which is a permanent body transformation into that race (and this must be set to only affect creatures you intend to transform). Since you can't transform the already transformed...

Results: Genuinely different creatures living together. When a creature has a baby, it will make it be permanently of its own race (but it should be already). Intermarriages will still exist due to migrants being married before arrival randomization and who even knows what will happen then. Your screen is flooded with transformation messages when migrants are randomized to a race. Your creatures cannot become werecreatures.

No non-buggy/hackish way to do it, unfortunately. It's something I'd like to do, too!
^


How difficult would this be to set up?

Would be a fun/interesting succession game with people having a year each.
Logged
Dear Urist McStockpileDrone
I just found a barrel which contained a wheelbarrow. Inside the wheelbarrow was another barrel. I don't even understand how that is possible.
Pages: [1] 2