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Author Topic: Changing starting stuff  (Read 1184 times)

DarkAvenger

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Changing starting stuff
« on: July 18, 2008, 05:25:18 pm »

Could someone be able to point me to a utility that allows you to change the skills of your adventurer, possibly to increase skills and such.

I wanna try and extremely powerful character, but my characters just seem to die before they can finish their first quest.

I know this may be difficult due to the new version being out. Anything is good.

Thanks
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Kagus

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Re: Changing starting stuff
« Reply #1 on: July 18, 2008, 05:35:25 pm »

As far as I know, I don't think anyone's written a program that will change your starting equipment.

However, I can tell you how to get a powerful character.


I like a particular skill set up that Sean Mirrsen came up with, where you start off with "talented" in the weapon of your choice, "talented" in shield use, and plunk the remaining few points on "novice swimmer". 

First stop, find a river.  Be sure you get into a place that doesn't have alligators, and that doesn't have too many lampreys.  Then go to sleep.  When you wake up, you will have a huge amount of swimming skill, along with a few stat boosts.  You will also be thirsty, but you're sitting in a river so that's not much of a problem.

Drink some water and then sleep again.  More swimming skill, more stat boosts.

Then Find some weak enemy to fight, and lie down on the ground.  Switch your attacks to "hand-to-hand" so you won't be able to hurt him, and just wait around as he bangs on your shield, increasing what is easily the most important skill for keeping you alive.  If you get hurt at any time, just kill the critter, heal yourself, and find someone new.

Once you have a huge amount of shield skill, go around and hunt stuff with your weapon.  Once it falls unconscious or is otherwise disabled, change your attacks to hand-to-hand and then start auto-attacking it by walking into it.  This will increase the other keep-you-alive skill, wrestling.


After a bit of training like this, you'll be able to take on your first quest with a reasonably high chance of survival.


Or you could check around and see if Dwarf Companion has been updated for the new version.  It has the ability to tweak your skills and stats once you're in the game.

SmileyMan

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Re: Changing starting stuff
« Reply #2 on: July 18, 2008, 05:46:19 pm »

Warning: sleep-swimming has been nerfed, according to the dev log on 3/26/2008

Anybody want to try an experiment?  ???
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Astus Ater

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Re: Changing starting stuff
« Reply #3 on: July 18, 2008, 05:49:39 pm »

Well, seeing as how there are points you use to spend on your adventurer, wouldn't there be a place in the .ini or something where you could increase that?
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Kagus

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Re: Changing starting stuff
« Reply #4 on: July 18, 2008, 06:10:50 pm »

Hardcoded, I believe.

DF doesn't have an official .ini, by the way.  It has init.txt.  And there certainly aren't any adventurer skill settings in there.

Teldin

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Re: Changing starting stuff
« Reply #5 on: July 18, 2008, 07:47:25 pm »

The most fun way to get a super-powered adventurer to start off is to mod in a new adventurer-playable race. In the wiki there are a few guides to get you started (essentially you need two things: a creature entity and a civ entity). For example, playing as an intelligent Giant Cave Spider or a demon is pretty fun.
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Christes

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Re: Changing starting stuff
« Reply #6 on: July 18, 2008, 07:51:50 pm »

Warning: sleep-swimming has been nerfed, according to the dev log on 3/26/2008

Anybody want to try an experiment?  ???

you can't do it. period.
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Demonic Gophers

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Re: Changing starting stuff
« Reply #7 on: July 18, 2008, 09:46:30 pm »

Indeed.  Cannot rest while swimming.  Sigh...
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Keiseth

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Re: Changing starting stuff
« Reply #8 on: July 18, 2008, 10:45:30 pm »

You can use a simple memory editor like Cheat Engine to do it. Leave its search for the default "4 bytes" and go to the skill selection screen. Do a search for "95" (the normal amount of points you are given) and put a rank into a skill for five points. Then do a search for "90" (the current number) and if there's still more than one result, put more points into something, search for the new number you have left. Repeat until you have one result (the number that MUST be the skill points you have remaining.)

I think there's a much better tutorial on the wiki, anyway. I'm assuming no one has written a program because it's pretty simple and would have to be updated pretty often.
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Astus Ater

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Re: Changing starting stuff
« Reply #9 on: July 18, 2008, 10:53:06 pm »

Hey, just thought of something. First, make your adventurer notorious in a nearby civ, so they give quests to kill you. Then, retire and create a new adventurer who will pick up the quest. After you find the old adventurer, let him kill you. Repeat as neccesary. Not completely sure if it increases skill points, but it did seem to increase his attributes.
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Reasonableman

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Re: Changing starting stuff
« Reply #10 on: July 18, 2008, 10:58:08 pm »

You can use a simple memory editor like Cheat Engine to do it. Leave its search for the default "4 bytes" and go to the skill selection screen. Do a search for "95" (the normal amount of points you are given) and put a rank into a skill for five points. Then do a search for "90" (the current number) and if there's still more than one result, put more points into something, search for the new number you have left. Repeat until you have one result (the number that MUST be the skill points you have remaining.)

I think there's a much better tutorial on the wiki, anyway. I'm assuming no one has written a program because it's pretty simple and would have to be updated pretty often.

I use some program called ArtMoney, seems to do this pretty well. It's the trial version, so there's some annoying popup sorta things, but it was the only thing I could find.
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Dr. Melon

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Re: Changing starting stuff
« Reply #11 on: July 19, 2008, 06:15:56 am »

Cheat Engine is now superior to ArtMoney; mainly because you can inject code straight into the running assembly now. It's sometimes funny playing Half-Life 2 and each time you get shot, you get more health instead of less.
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Jay

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Re: Changing starting stuff
« Reply #12 on: July 19, 2008, 11:32:02 am »

You do know that you can use Companion, find yourself in the list, and do it that way...
But you can't change the statistics (strength, agil, toughness) due to a bug concerning those in the newest version of DF/Comp.
Err, you *can* but strength doesn't change anything, agility changes strength, and toughness changes agility, as far as I remember.
You can however give yourself Legendary +Whatever in every skill and be uber that way...
You can also create civil wars by turning an already-legendary person in the town into a zombie and watching them go on a rampage...  That's always fun.
And with the upgraded Legends, it might have some interesting side effects that weren't present before...  I'll have to take a look at that.
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