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Author Topic: Family hermitage game (how to setup?)  (Read 792 times)

demol

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Family hermitage game (how to setup?)
« on: January 02, 2021, 06:14:24 am »

I want to play some  "hermit/homestead-like" setup:
1) all start pops are relatives
 - patriarch
 - matriarch
 - 1-2 adult sons
 - some childrens
2) no migrants at all, new pop have to be borned here or recruited from guests (by marrying or something).

But I have no skills in DF modding. (
Question is, what gamefiles should I examine to mod this or is there any mods with same family-playing focus?
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PatrikLundell

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Re: Family hermitage game (how to setup?)
« Reply #1 on: January 02, 2021, 07:36:58 am »

No migrants is easy: just set the pop cap to 0 (blocks migrants, but not births).

I don't think you can satisfy the family requirement through modding, but would have to perform hacking.
As a guess (no actual knowledge) the easiest way might be to replace the starting 7 selected by the game with members of a family you've located via Legends Mode info (e.g. exported to Legends Viewer).

Otherwise I would consider a truly dead civ so the 7 dorfs are void dorfs, and then try to hack their relations and ages. I think it's possible, but might not be trivial. Trying to hack hist figs may result in an inconsistent history, although that's probably not fatal, just mixed up.

Anyway, you'd probably have to acquire the skills to do the above yourself (probably gui/gm-editor, or a custom script that automates your gui/gm-editor hacking).
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Bumber

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Re: Family hermitage game (how to setup?)
« Reply #2 on: January 03, 2021, 10:46:27 pm »

No migrants is easy: just set the pop cap to 0 (blocks migrants, but not births).

Doesn't it prevent new pregnancies?
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Thisfox

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Re: Family hermitage game (how to setup?)
« Reply #3 on: January 04, 2021, 02:21:58 am »

No migrants is easy: just set the pop cap to 0 (blocks migrants, but not births).
Doesn't it prevent new pregnancies?

Yep, looks like you're right if it's the baby cap:
"The cap only prevents further pregnancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress." - [BABY_CHILD_CAP:XXX:XXX]

But not if you set the population cap, but leave the strict population cap open:
"You can set the maximum population of your fortress here. .../.... The strict cap also stops fort births." - [POPULATION_CAP:XXX] [STRICT_POPULATION_CAP:XXX]

Information from here: DF2014:D init.txt/raw Or your own D_init file. It pays off to go through and read the whole file at some point, there's a lot of stuff in there that is not a bad idea to change.
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PatrikLundell

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Re: Family hermitage game (how to setup?)
« Reply #4 on: January 04, 2021, 04:48:09 am »

Like Thisfox explained, the pop cap deals with migrants, while the strict pop cap also adds new pregnancies to the mix (but doesn't block a monarch arrival).

I haven't seen anything regarding whether the strict pop cap affects petitions, but would assume it does not, as their acceptance is fully under the player's control (assuming the player is fully under their own control, of course. Split personality might make things trickier).
I also haven't seen anything about whether a strict pop cap has any effect on buggy arrivals (members of performance troupes "returning" as bugged visitors, or creatures "returning" from conquered sites [like "tame" trolls and goblins]).
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vjek

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Re: Family hermitage game (how to setup?)
« Reply #5 on: January 04, 2021, 12:07:54 pm »

... I haven't seen anything regarding whether the strict pop cap affects petitions, but would assume it does not, ...
From my visitor testing, Petitions ignore the pop cap setting in d_init.txt.  I have set the pop cap/strict pop cap to 0 and still had many (well over 20) Petitions accepted for soldiering, entertaining, etc, in the same fort, within a few years.

Salmeuk

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Re: Family hermitage game (how to setup?)
« Reply #6 on: January 04, 2021, 02:59:31 pm »


1) all start pops are relatives

2) no migrants at all, new pop have to be borned here


What are you doing, stepdwarf?!
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PatrikLundell

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Re: Family hermitage game (how to setup?)
« Reply #7 on: January 04, 2021, 05:29:54 pm »


1) all start pops are relatives

2) no migrants at all, new pop have to be borned here


What are you doing, stepdwarf?!
Ah, yes, that's correct. Siblings can't marry in fortress mode (there are weird relations in Legends Mode, often grand parent/grand child), which means you can have a Bible situation, i.e. the Matriarch/Patriarch (Adam and Lilith [or Eve, if you go by the modified version]), their children [Kain and Abel], the spouses of those (from other tribes), and a child to one of those couples. Cousin marriages are OK in DF, and inbreeding isn't featured. It can be noted that the Matriarch/Patriarch pair is mostly expendable from a procreation perspective in this scenario, unless any further kids get hooked up with their siblings' children or grand children (I think DF allows that, but haven't tested).
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