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Author Topic: Use the adventure mode character creator to make dwarfs for fortress mode?  (Read 3183 times)

RailroadRider

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Is it possible to use the amazingly specific adventurer mode character creator, (which includes needs, dreams, etc) to design characters for fortress mode, preferably for the starting 7? I enjoy watching all the weird tiny little character interactions and traits get put to use in the life of the fortress. I also kind of want to try and make the perfect dwarf.
« Last Edit: July 29, 2017, 09:40:34 am by RailroadRider »
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asialsky

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I'm like 99% certain the starting 7 (bless their souls) are randomly gen'd on embark. You can still get your adventurers as migrants, though.

Can someone verify starting 7 origins?
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escondida

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I'm like 99% certain the starting 7 (bless their souls) are randomly gen'd on embark. You can still get your adventurers as migrants, though.

Can someone verify starting 7 origins?

That's correct; they and the first two migrant waves spring spontaneously into existance with no past. You can confirm this by examining their relationships screen as compared to later migrants, or by looking them up later in Legends.
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Fleeting Frames

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You can have your adventurers generated at your fortress/join it right after generation date (I think you need to talk to captain of the guard? Don't take for certain, I've read something like that long ago).

Afterwards, you can kill the starting seven. All experiments which have done this far have used non-dwarven adventurers, I think.

mikekchar

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To generate your adventurer right at the fortress appears to require either a mayor or captain of the guard of which imply >= 50 dwarfs in the fortress.  To become a hearthsperson or an entertainer requires a captain of the guard and mayor respectively (which again implies >= 50 dwarfs).  You *might* be able to retire an adventurer at a smaller fortress and when you unretire the fortress have them still be there, but it's probably hit and miss (and I haven't tried it -- though I think in Krugsmash's videos he did that with osprey people, so I'm guessing that it is possible).

So unless you are comfortable killing off a lot of dwarfs, it does not seem to be possible to build a fortress composed of adventurers.  There is also one more downside to adventurers -- they have no preferences.  Preferences seem to be generated at birth or when a dwarf migrates to the fortress.  Adventurers have neither and therefore have no preferences (as distinct from traits -- so no preferences for metals, foods, etc...)  Sometime I want to experiment with an almost dead civ and stock the population with adventurers.  I'm wondering if this will cause them to migrate in the third and subsequent waves...
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escondida

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There is also one more downside to adventurers -- they have no preferences.

If that's true, it could be a boon. Dwarves with no item preferences are wonderful candidates for the nobility, because they won't issue mandates.
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Fleeting Frames

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@mikechar: It's definitely possible: SO uh, I did a thing, and now things keep happening. Animal People Science!, though OP didn't mention in OP how the joining was done.

Staalo

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That's correct; they and the first two migrant waves spring spontaneously into existance with no past. You can confirm this by examining their relationships screen as compared to later migrants, or by looking them up later in Legends.

I have been getting real historical dwarves from the first migration waves; one time even one of the old adventurers showed up in the very first wave. I think the first waves random rolling has been history since .40.xx days.
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Bearskie

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I can second Staalo's observation as above.

escondida

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Dang, that's awesome. I honestly completely missed that change.
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mikekchar

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one time even one of the old adventurers showed up in the very first wave.

I don't suppose you can remember if they had item preferences?  Theoretically they should (because migrants are given them if they don't have them), but I don't know if adventurers are processed differently.
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Staalo

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I don't suppose you can remember if they had item preferences?  Theoretically they should (because migrants are given them if they don't have them), but I don't know if adventurers are processed differently.

Unfortunately no; I was kind of busy with wicked vapor husks and zombie merchants at the time and the whole fort lasted only few game days after that.

Only thing I remember was him walking straight to hospital bed because of all the injuries he sustained during his adventuring career. There he was killed by a reanimated horse corpse, as the last dwarf alive in the whole fortress.

EDIT: I don't suppose all migrants are automatically given item preferences; I see plenty of them with just material preferences. Those of course get immediately earmarked as noble promotion prospects.
« Last Edit: July 31, 2017, 07:09:38 am by Staalo »
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