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Author Topic: What makes a civilization eligible to produce adventurers ?  (Read 783 times)

Thon

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Might be weird topic. I'm attempting to do a one civ playthrough, forming sites here and there, hillocks, forts, trade posts, raids, glorious expansions/conquests and occasional adventure mode sessions with artifact recovery/assassinations hoping to span over several centuries ( 55 year history, with a very recent incident of dwarves learning the consequences of digging too deep. Riches of the deepest parts of the world is reserved for dire situations or the most greedy/ mad rulers ). The civ I took had only the mountainhome when I started, now they are up to 3. 2 of those are my forts.

My problem is, I can only create outsider humans in my civ's locations.  I'm no racist in fact, one of the civilization's generals started off as a (Tame)Goblin ( Still no idea how ) but I believe at least some of the heroes of the civ should be dwarves :P. Also I don't want all the stories start off as "Well, there was this human showed up in our doorstep, who was equipped with a sword/axe/whip a shield and went on to carry out our mayor's bidding while wind gently carressed his genitals.

Anyone knows the exact criteria required to create dwarven adventurers from a specific location ?
« Last Edit: June 02, 2020, 06:13:31 am by Thon »
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UselessMcMiner

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #1 on: June 02, 2020, 03:53:14 pm »

Well you should be able to play dwarves in that civilization, Can you upload the save to the mantis bug tracker? It sounds like the save is bugged.
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Thon

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #2 on: June 03, 2020, 12:22:36 pm »

Well you should be able to play dwarves in that civilization, Can you upload the save to the mantis bug tracker? It sounds like the save is bugged.

Too many problems with it, world genned in 47.03, messed with scripts while playing around artifact recovery, even though I was VERY careful not to save afterwards there's a good chance it's messed due to 3rd party stuff. Doubt there's useful information for Toady there. Tried recreating the world from export image in the new version ( 60 years down the drain, was testing if I could domesticate animals for civilization, Expert giant vulture tamers on one fort... soo many scattered caravans). There was also the time when my winding path for the depot was cool but started causing dwarven caravan colliding with human caravans.

On a side note, when I recreated the world in the new version just now, if I wait until my original worldgen date, mountainhome gets taken over by goblins so there might be another issue. Although, I can create adventurers from the nation if they survive. Never got barons or hillocks on that save in any fort despite fortress wealth and success. A retired fort gets a baron, immediately moves to original mountainhome, same with queen, soon as I retire, queen packs up and goes back to the original fort.

I checked the recreated world if I gen 5 years less, mountainhome survives. I won't mind even if it gets taken over to be honest. Plan is to do adventurer/fort sessions to build up a mere 1 fort civilization.

Saved it aside in case I'm interested in playing from that existing save. There's weird and !!fun!! stuff there. Mayor of mountainhomes is a necromancer, along with captain of the guard. Both are notorious serial daters and they had a brief affair. They even act like a villianous entity, going around stealing crap and plotting. Also, forgot to butcher the caged dragon in one fort before retiring, half the fortress melts when I try to unretire that fort. There is a dark goblin pit nearby, when raided and prisoners released, results in 200 merchant visitors who don't seem to want to leave.
« Last Edit: June 03, 2020, 12:30:45 pm by Thon »
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knutor

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #3 on: June 04, 2020, 10:24:52 pm »

I thought dfHack did that. Took an existing entity and changed it into another. Human to Dwarf. Never did it, but I thought I saw its command, in ls -a somewhere.

The embark maybe fits Humans, moreso. Like is it close to water/river? Dwarf entities prefer to be close to mtns. Not sure how to change that, without effecting the relationship with the wider world. How many civs did you start with? Just a 1, in worldgen?


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Thon

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #4 on: June 05, 2020, 11:55:34 am »

I thought dfHack did that. Took an existing entity and changed it into another. Human to Dwarf. Never did it, but I thought I saw its command, in ls -a somewhere.

The embark maybe fits Humans, moreso. Like is it close to water/river? Dwarf entities prefer to be close to mtns. Not sure how to change that, without effecting the relationship with the wider world. How many civs did you start with? Just a 1, in worldgen?

There's like 10 civs each, genning the world for about 40-50 years. Regarding human thing, the civ doesn't show up as Human civilization. It's a proper mountainhome, (in the mountains, dwarf king /mayor /full of dwarves ) you can select that as a civilization to start a dwarven fortress without any problems. It just doesn't show on any civ screen to create adventurer from. Only "Outsider" Human can pick locations belonging to that civ, and that option is basically " Start anywhere you want ".

There might even be worldgen clash between versions , I don't know, the villians who hounded the previous save ( Genned 47.03 , kept playing when on 47,04 was out, started using new exe) doesn't exist their cave is still there though. Queen who was alive and kicking at year 100 despite being one of the first of her kind, dies at year 38 on 47.04 worldgen ( did it several times to see if it made a difference, nope, she dies at year 38 killed by a giant olm ) and if I gen the world to year 40 forward, mountainhome gets taken by goblins  ( on the first save no such thing,  I had started my first fort in year 47 )

My best guess is, I did something I wasn't supposed to do with dfhack, used tiletypes /revfloods to maximise fps and while I was trying to learn the ropes regarding the villians thefts, I  used  browse legends and I may have forgot to stop playing immediately after that.
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Thon

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #5 on: June 07, 2020, 08:03:30 am »

I think I figured it out. Same bug happened within 2 years of me starting on the new save. It happened when someone had a strange mood ( non forced, happened by itself ). So I was suspicious if it was artifacts to blame. Checked legends, it seems like, mountainhome was invaded by a goblin force 250 strong, new people becoming outpost liasons, barons, kings, traders left and right ( hint, position becomes available as goblins cut down through the ranks ) Tried creating an outsider in the mountainhome to see what's going on there, adventure mode doesn't load, it simply gets stuck at the point you're supposed to start the adventure.

Was suspicious of workflow plugin ( little bit buggy on adventurer, if you have saved stock levels for it, it does stock level low spam every day while adventuring ). Thought it was creating a custom image, hitting cave level, finding adamantine.

I haven't been able to test artifacts or pop cap's effects. On a test save prior to fort becoming bugged, civ became unable to create adventurers at the point mountainhome fell to goblins, ( expedition leader became king ) and only available fort civ had was my 10 man fort. Confirmed via legends that it was the case.

At this point, I'm thinking of just creating another world altogether and abandon this world or go even further back in time , create / retire fortresses en masse to create more dwarves out of thin air and attempt to end the goblins before they are strong enough to down the mountainhome.
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Thon

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Re: What makes a civilization eligible to produce adventurers ?
« Reply #6 on: June 07, 2020, 08:44:13 am »

Disregard this... I'm an idiot. Didn't realize popcap applied to ALL SITES ON THE WORLD.

Proud owner of a world where every available site on the world has a population of ( goblins,elves,dwarves,humans ) 40
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