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Author Topic: Mod-in nobles in ongoing game  (Read 789 times)

TeleDwarf

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Mod-in nobles in ongoing game
« on: December 04, 2013, 11:46:11 am »

can I add a few additional noble positions to the game in progress somehow?
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BlackFlyme

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Re: Mod-in nobles in ongoing game
« Reply #1 on: December 04, 2013, 12:52:21 pm »

No, changes to an entity will always require you to re-gen a new world.
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TeleDwarf

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Re: Mod-in nobles in ongoing game
« Reply #2 on: December 04, 2013, 01:02:36 pm »

Maybe some other option? DF Hack? DFusion?
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BlackFlyme

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Re: Mod-in nobles in ongoing game
« Reply #3 on: December 04, 2013, 01:09:11 pm »

Not that I know of. What exactly do you want to be added in?
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TeleDwarf

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Re: Mod-in nobles in ongoing game
« Reply #4 on: December 04, 2013, 01:28:04 pm »

Some flavored titular noble positions with room requirements and mandates. If mandates could be weighted it would be awesome. Like Senators would more likely mandate golden crafts and alcohol, while military tribunes would demand more weapons and praetor would demand soap.
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BlackFlyme

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Re: Mod-in nobles in ongoing game
« Reply #5 on: December 04, 2013, 01:37:49 pm »

You can't make certain positions make certain mandates, unfortunately. Nobles will always mandate items and materials they like.
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Quietust

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Re: Mod-in nobles in ongoing game
« Reply #6 on: December 04, 2013, 04:15:43 pm »

It is possible to use DFHack to add new positions to an existing world - take a look at thethe "fixdiplomats" and "fixmerchants" commands (both located in fixpositions.cpp).
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TeleDwarf

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Re: Mod-in nobles in ongoing game
« Reply #7 on: December 04, 2013, 05:11:39 pm »

thanks Quietust.
That cpp is in dfhack sourcecode, right? I will need to compile my own plugin for that to work, correct?
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milo christiansen

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Re: Mod-in nobles in ongoing game
« Reply #8 on: December 04, 2013, 05:35:21 pm »

I thought that there was a utility that allowed hacking arbitrary changes into a already generated world?
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scamtank

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Re: Mod-in nobles in ongoing game
« Reply #9 on: December 04, 2013, 05:39:24 pm »

DfWorldTweaker, was it? Maybe.
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milo christiansen

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Re: Mod-in nobles in ongoing game
« Reply #10 on: December 04, 2013, 05:50:31 pm »

DF World Tinker
http://www.bay12forums.com/smf/index.php?topic=67059.0

It took a bit of searching to find, but finally a search for "34.11" found it on the 3rd or 4th page.

Enjoy!
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Telgin

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Re: Mod-in nobles in ongoing game
« Reply #11 on: December 04, 2013, 05:51:08 pm »

I thought that there was a utility that allowed hacking arbitrary changes into a already generated world?

I believe DFHack has or had some experimental thing that would attempt to reparse the entities, but it had a warning that implied to me that it was likely to trash your save.

For the record, not everything you change in the entity files requires a regen.  Most do, but not everything.  You can change the population requirements for a noble position, for example.  I believe tweaking numbers works for the most part, but not much else does.
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Quietust

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Re: Mod-in nobles in ongoing game
« Reply #12 on: December 04, 2013, 07:50:08 pm »

I thought that there was a utility that allowed hacking arbitrary changes into a already generated world?

DF World Tinker
http://www.bay12forums.com/smf/index.php?topic=67059.0

That won't work for adding new positions, since entity positions are created during worldgen and only use the raws as a template (if at all - positions like "law-giver" are created entirely from scratch and have no raws at all).

The two "fixpositions" commands in DFHack effectively perform the same steps used by the game during worldgen.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.