Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Is it at all possible to make it possible to play as a child in Adventurer mode?  (Read 1336 times)

Lighosa

  • Escaped Lunatic
    • View Profile

This is something I've been curious about. I feel like it could make for a novel character. Is it possible to mod a child as being playable  though? I'm not quite an expert at modding the game, so I really wanted to ask if it should be doable before actually trying anything.
Logged

darkomen

  • Bay Watcher
    • View Profile

You could do it with creating a creature/race that have all the characteristics of a dwarf-child or human-child or anything else.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

an "adventurous child" caste of the species, with low strength and slower running speed, perhaps.

      [SKILL_LEARN_RATE:SMELT:250]
      [SKILL_LEARN_RATE:FORGE_WEAPON:250]
      [SKILL_LEARN_RATE:FORGE_ARMOR:250]
      [SKILL_LEARN_RATE:FORGE_FURNITURE:250]
      [SKILL_RATE:HAMMER:185:60:12:120] --bonus

      [PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]             ++ keep high
      [PHYS_ATT_RANGE:ENDURANCE:880:1100:1300:1400:1500:1600:2000]            ok
      [PHYS_ATT_RANGE:AGILITY:880:950:1050:1150:1250:1380:1600] boost everyone
      [PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]            ++
      [PHYS_ATT_RANGE:RECUPERATION:880:1050:1150:1250:1350:1550:2250]          +
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]    +

      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
      [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
      [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
      [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
      [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]       +++
      [MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]            ++
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Euler

  • Escaped Lunatic
    • View Profile

I feel like it ought to be much simpler than that. The game already decides creature size based on age, and creature size dictates weapon wielding. Surely there must be a way to just change age. As I understand it, a retired adventurer eventually dies of old age unless they are biologically immortal, so by that logic, they have an age, else any retired adventurer persists indefinitely until struck down.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Maybe someone has written a DFHack plugin to change a creature's age and size.
https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884