Bay 12 Games Forum

Please login or register.

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

Author Topic: Multi-race forts?  (Read 1224 times)

Solara

  • Bay Watcher
    • View Profile
Multi-race forts?
« on: August 17, 2014, 07:19:16 pm »

I literally haven't touched DF since sometime in 2010 and the sheer number of mods available was overwhelming even back then, so forgive me for the noobish question, but are there any mods (or changes to the init files simple enough that I can do it myself) that make it possible to get human or elvish workers joining your fort, or even integrate captive goblins into the fort somehow? The latter would especially be appreciated, even if all they can do is haul....I guess goblin slave labor is still more humane than tossing them in the lava or leaving them locked in cages forever. :P

I kind of have a feeling the answer to all of the above is no, but then again it looks like people have managed to pull off some insanely complex stuff, and I assume the latest major update might allow even more, so who knows....

 
Logged

deepspaceprobe9

  • Bay Watcher
  • "Personal" Text
    • View Profile
Re: Multi-race forts?
« Reply #1 on: August 17, 2014, 07:35:04 pm »

I wouldn't know how to help, but I too have wondered about this.
Logged
   (*) Stopped zombies from interrupting your sleep to ask if they can help you with something

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Multi-race forts?
« Reply #2 on: August 17, 2014, 07:44:08 pm »

Unless you want to dabble in DFHack, no. I think Putnam made a slave script for the last version that allowed slave-taking. That said, it's probably not updated.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Multi-race forts?
« Reply #3 on: August 17, 2014, 07:54:24 pm »

A simple, if far from ideal, solution could be to just add elves and goblins (or whatever you want) as additional castes to your dwarf creature file.  That doesn't require any kind of DFHack stuff and the elves and goblins will behave as full fort members because as far as the game cares they are dwarves.

This has some major drawbacks.  Since the game thinks they're dwarves, they'll marry in with the dwarves.  I think the new orientation tags will let you prevent this by setting the romance and marriage probabilities to 0 for the interspecies mixing, but I haven't tried it and am not sure.  It might have only supported genders, not full castes.  The other drawback is that they'll randomly select a caste when giving birth, regardless of who the parents are.  So, yes, two dwarves can have a goblin baby, or a dwarf married to an elf can give birth to a goblin, and so on.  There's nothing you can do to prevent that, although if you were using DFHack you could later change the baby's caste to something sensible, but that wouldn't prevent it from happening during worldgen.

If you were using DFHack you could probably find better ways to do this than weird caste stuff though.  DFHack does now work with the newest version of the game I believe, but the old scripts will almost certainly require fixing.
Logged
Through pain, I find wisdom.

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: Multi-race forts?
« Reply #4 on: August 17, 2014, 07:57:22 pm »

There was an old DFHack thing that allowed multi-racial forts. Friendship, I think it was called.

Very buggy though, from what I've heard. And most definitely not up to date.

At present, non-dwarven sapients would not do any work, other than possibly fishing. Even humans and elves would just lounge around your fort, basically acting like pets that require food and drink.

Pre-edit: The orientation tag only accepts MALE and FEMALE as arguments.
Logged

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Multi-race forts?
« Reply #5 on: August 17, 2014, 08:05:51 pm »

It is possible to convert captured goblins into functioning members of your fort, albeit in a roundabout and skefuddled way. I'll whip up an example for you, but in essence you give your dwarves a reaction that will destroy a nearby goblin and turn a nearby tame creature into a "goblin" that is actually a dwarven sub-caste. It's the method Lycaeon used in the Fallout Equestria mod to convert captured enemies into slaves.

Chevaleresse

  • Bay Watcher
  • A knight, returned from a journey weary and long
    • View Profile
    • Patreon
Re: Multi-race forts?
« Reply #6 on: August 17, 2014, 08:08:59 pm »

Short answer: no.
Long answer:
A simple, if far from ideal, solution could be to just add elves and goblins (or whatever you want) as additional castes to your dwarf creature file.  That doesn't require any kind of DFHack stuff and the elves and goblins will behave as full fort members because as far as the game cares they are dwarves.

This has some major drawbacks.  Since the game thinks they're dwarves, they'll marry in with the dwarves.  I think the new orientation tags will let you prevent this by setting the romance and marriage probabilities to 0 for the interspecies mixing, but I haven't tried it and am not sure.  It might have only supported genders, not full castes.  The other drawback is that they'll randomly select a caste when giving birth, regardless of who the parents are.  So, yes, two dwarves can have a goblin baby, or a dwarf married to an elf can give birth to a goblin, and so on.  There's nothing you can do to prevent that, although if you were using DFHack you could later change the baby's caste to something sensible, but that wouldn't prevent it from happening during worldgen.

If you were using DFHack you could probably find better ways to do this than weird caste stuff though.  DFHack does now work with the newest version of the game I believe, but the old scripts will almost certainly require fixing.
Logged
GM of Trespassers V2.
If you like my work, consider becoming a patron. (Since apparently people think this is a requirement: no, my game(s) are free to play and always will be.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Multi-race forts?
« Reply #7 on: August 18, 2014, 12:54:20 am »

Since the game thinks they're dwarves, they'll marry in with the dwarves.  I think the new orientation tags will let you prevent this by setting the romance and marriage probabilities to 0 for the interspecies mixing, but I haven't tried it and am not sure.  It might have only supported genders, not full castes.

Orientation is gender-only, not caste-specific. However, it would allow you to make those castes asexual or allergic to commitment, which would prevent them from breeding even in worldgen. They'd still be the children of proper dwarven couples though... I suppose you could handwave it as adoption, though.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Agent_Irons

  • Bay Watcher
    • View Profile
Re: Multi-race forts?
« Reply #8 on: August 18, 2014, 09:37:29 am »

Since the game thinks they're dwarves, they'll marry in with the dwarves.  I think the new orientation tags will let you prevent this by setting the romance and marriage probabilities to 0 for the interspecies mixing, but I haven't tried it and am not sure.  It might have only supported genders, not full castes.

Orientation is gender-only, not caste-specific. However, it would allow you to make those castes asexual or allergic to commitment, which would prevent them from breeding even in worldgen. They'd still be the children of proper dwarven couples though... I suppose you could handwave it as adoption, though.
If you tweak the popratios, you can get basically zero slaves born to dwarves. If you have a 'male elf slave' without [MALE] I think they're just straight up infertile...?
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Multi-race forts?
« Reply #9 on: August 18, 2014, 10:32:04 am »

That should be correct.  Just don't make the mistake of setting the caste probability to 0 because that won't prevent the caste from being born.  I believe the game treats 0 as 1 in this case, but whatever it does doesn't eliminate the possibility altogether.
Logged
Through pain, I find wisdom.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Multi-race forts?
« Reply #10 on: August 18, 2014, 11:03:56 am »

That should be correct.  Just don't make the mistake of setting the caste probability to 0 because that won't prevent the caste from being born.  I believe the game treats 0 as 1 in this case, but whatever it does doesn't eliminate the possibility altogether.
It treats a 0 as a 100, which is also the default for any caste without a population ratio.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Multi-race forts?
« Reply #11 on: August 18, 2014, 11:19:25 am »

That should be correct.  Just don't make the mistake of setting the caste probability to 0 because that won't prevent the caste from being born.  I believe the game treats 0 as 1 in this case, but whatever it does doesn't eliminate the possibility altogether.
It treats a 0 as a 100, which is also the default for any caste without a population ratio.
A workaround I ended up thinking to this is to set the pop ratio to 1 (and the pop ratio for the rest as something quite high) and giving the caste a transformation syndrome to change into a regular caste as soon as they appear in play.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Multi-race forts?
« Reply #12 on: August 18, 2014, 12:08:50 pm »

That should be correct.  Just don't make the mistake of setting the caste probability to 0 because that won't prevent the caste from being born.  I believe the game treats 0 as 1 in this case, but whatever it does doesn't eliminate the possibility altogether.
It treats a 0 as a 100, which is also the default for any caste without a population ratio.
A workaround I ended up thinking to this is to set the pop ratio to 1 (and the pop ratio for the rest as something quite high) and giving the caste a transformation syndrome to change into a regular caste as soon as they appear in play.

Wouldn't this defeat the purpose of making slave castes? Since they'd all transform as soon as they appear...
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Multi-race forts?
« Reply #13 on: August 18, 2014, 12:15:14 pm »

That should be correct.  Just don't make the mistake of setting the caste probability to 0 because that won't prevent the caste from being born.  I believe the game treats 0 as 1 in this case, but whatever it does doesn't eliminate the possibility altogether.
It treats a 0 as a 100, which is also the default for any caste without a population ratio.
A workaround I ended up thinking to this is to set the pop ratio to 1 (and the pop ratio for the rest as something quite high) and giving the caste a transformation syndrome to change into a regular caste as soon as they appear in play.

Wouldn't this defeat the purpose of making slave castes? Since they'd all transform as soon as they appear...
Well, you could set the interaction to be ineffective against someone with a specific SYN_CLASS, and be sure to infect any new slaves with it.

This is getting just a tad convoluted :)
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Solara

  • Bay Watcher
    • View Profile
Re: Multi-race forts?
« Reply #14 on: August 18, 2014, 10:06:54 pm »

Okay thanks for the replies guys but you're just confusing me now. :P
Logged
Pages: [1] 2