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Author Topic: Adventure mode !SCIENCE! thread.  (Read 11765 times)

Uzu Bash

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Re: Adventure mode !SCIENCE! thread.
« Reply #45 on: February 28, 2016, 10:37:13 am »

I don't even know how to view or edit these in dfhack. There's an entry for preferences, but it's always empty, for every character I look at.
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Max™

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Re: Adventure mode !SCIENCE! thread.
« Reply #46 on: February 28, 2016, 01:04:35 pm »

Wasn't prefchange added in to the 42.xx versions? Using prefchange axp will get you someone that likes steel, axes, and breastplates, etc.
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Uzu Bash

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Re: Adventure mode !SCIENCE! thread.
« Reply #47 on: February 28, 2016, 01:26:52 pm »

Wasn't prefchange added in to the 42.xx versions? Using prefchange axp will get you someone that likes steel, axes, and breastplates, etc.
Really. But where is it listed in gm-editor? I'd rarely change it, but I often want to view it.

EDIT: Ah, by using prefchange to add them, they appear in gm-editor for viewing.
« Last Edit: February 28, 2016, 01:30:40 pm by Uzu Bash »
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Max™

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Re: Adventure mode !SCIENCE! thread.
« Reply #48 on: February 28, 2016, 01:47:45 pm »

Yar, I have the trick to add the refs right in prefchange, it's... complicated with gm-editor.
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Shonai_Dweller

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Re: Adventure mode !SCIENCE! thread.
« Reply #49 on: February 28, 2016, 05:19:05 pm »

Right, have my own Science experiment going on to test worldgen's breeding powers.

10 men, 10 women all of whom regard family as the most important thing in life and dream of raising a family. They all have superior empathy and social awareness, plus a mix of combat and entertainment skills. They're persuaders, flatterers, dancers and swordfighters. I've set them loose in the capital of the human empire, a sprawling metropolis.

If none of them can get laid in the next 20 years I'll declare this a failure and set up the aforementioned big brother harem. If that fails, then I guess it's time to mention to Toady that his adventurers are 'flawed'.

The only possible issue is that the human civ in general doesn't regard family as particularly important. Well, maybe they'll run into each other, that might work. Oh, and being in the Age of Goblins might mean they all get randomly slaughtered one day. Will distract the gobbos with some dwarves for the next 20 years.
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Starmantis

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Re: Adventure mode !SCIENCE! thread.
« Reply #50 on: March 01, 2016, 07:52:31 pm »

How do you fast forward 20 years.

Also you could make human civ have max romance and family values and change human personality to maximize love and lust
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Shonai_Dweller

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Re: Adventure mode !SCIENCE! thread.
« Reply #51 on: March 01, 2016, 08:29:47 pm »

How do you fast forward 20 years.

Also you could make human civ have max romance and family values and change human personality to maximize love and lust
All my test squad have high lust, 'are always in love with someone', 'see romance as one of the most important things in life' as well as dreaming of raising a family. They have a city of several thousand npcs to prey on, or they might just run into each other.

Sure, with a bit of editing you can easily change the humans from 'random values' to 'lustful romantics'. Will try that next time if this experiment fails.

I'm 'fast-forwarding' the slow way, building a string of dwarf fortresses of 3 or 4 years each to distract the goblin hordes in the North from wiping out my experiment with a badly timed invasion.
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Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #52 on: March 01, 2016, 10:54:19 pm »

How do you fast forward 20 years.

Also you could make human civ have max romance and family values and change human personality to maximize love and lust
All my test squad have high lust, 'are always in love with someone', 'see romance as one of the most important things in life' as well as dreaming of raising a family. They have a city of several thousand npcs to prey on, or they might just run into each other.

Sure, with a bit of editing you can easily change the humans from 'random values' to 'lustful romantics'. Will try that next time if this experiment fails.

I'm 'fast-forwarding' the slow way, building a string of dwarf fortresses of 3 or 4 years each to distract the goblin hordes in the North from wiping out my experiment with a badly timed invasion.
I found fast-forwarding to be better if you move a goblin adventurer into a small enclosed nano fort and left them there to idle for 20 or so years like dig up a small room and seal it up with walls once you migrate a goblin in.
I haven't got a goblin raid from that set up for 6 years.
probably because it might have been a goblin civ thus no need to siege but time moved on pretty fast.
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Starmantis

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Re: Adventure mode !SCIENCE! thread.
« Reply #53 on: March 02, 2016, 04:16:10 pm »

How do you fast forward 20 years.

Also you could make human civ have max romance and family values and change human personality to maximize love and lust
All my test squad have high lust, 'are always in love with someone', 'see romance as one of the most important things in life' as well as dreaming of raising a family. They have a city of several thousand npcs to prey on, or they might just run into each other.

Sure, with a bit of editing you can easily change the humans from 'random values' to 'lustful romantics'. Will try that next time if this experiment fails.

I'm 'fast-forwarding' the slow way, building a string of dwarf fortresses of 3 or 4 years each to distract the goblin hordes in the North from wiping out my experiment with a badly timed invasion.
I found fast-forwarding to be better if you move a goblin adventurer into a small enclosed nano fort and left them there to idle for 20 or so years like dig up a small room and seal it up with walls once you migrate a goblin in.
I haven't got a goblin raid from that set up for 6 years.
probably because it might have been a goblin civ thus no need to siege but time moved on pretty fast.

how do you move an adventurer into a fort?
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Untrustedlife

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Re: Adventure mode !SCIENCE! thread.
« Reply #54 on: March 02, 2016, 05:17:54 pm »

just go a a retired fort of yours and retire your adventurer there.
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Untrustedlife

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Re: Adventure mode !SCIENCE! thread.
« Reply #55 on: March 04, 2016, 12:42:15 pm »

I don't have time to finish my experiment guys.
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Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #56 on: March 05, 2016, 06:59:17 am »

so I just realized I could mod the orientation of the adventurer oh and I just saw a silk worm eggs hatch by themselves with no breeding nessessary so I wonder if I can just get asexual breeding in works.
could been a freak accident with the mod giving me an already pregnant silk worm but SCIENCE
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Untrustedlife

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Re: Adventure mode !SCIENCE! thread.
« Reply #57 on: March 13, 2016, 02:02:23 am »

I need to test out depopulating necromancer towers. Presumably they work the same way other "entity based" populations work, wherein I can kill them until the entity pop number ticks down to 0.

Its harder since necros tend to go on patrols with their zombies far from towers. And they can reraise zombies.
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My Turn Based Strategy game! Which you can buy on steam now!DR4X
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pikachu17

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Re: Adventure mode !SCIENCE! thread.
« Reply #58 on: March 15, 2016, 10:00:08 am »

if an adventurer has novice appraiser, can he tell the price of stuff?
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Shonai_Dweller

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Re: Adventure mode !SCIENCE! thread.
« Reply #59 on: March 17, 2016, 07:48:58 pm »

A question for the Scientists amongst you.

In my worlds, humans can grow facial hair. Human civs allow moustaches, dwarf civs allow full flowing beards as the gods intended. Humans from dwarf civs sport such luscious growths.

Now, if I start as a human from a human civ, move to a dwarf fortress and join the militia, will my adventurer grow a beard? Do I need to give him some space to assess his new bearded home and retire him first?

Threads like this one are vital to answering life's many mysteries.
« Last Edit: March 17, 2016, 09:54:38 pm by Shonai_Dweller »
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