world.sav is found in the region folder of a save.Comment by CrockettMaster Old Dwarf intro (Pre-Cataclysm): I plan on doing a real angel fort in the next few days, so more testing and updates will come.ĪLSO NOTE: Angelic raws are found in the world.sav file and must be edited per world in that file. Further testing needed to confirm these in fortress mode.įeel free to do some testing of your own, if there's any questions about this please ask and I'll try to answer. Some have 'divine sickness' which causes syndrome effects. It also suggests that they may be immune to most syndrome effects, are able to swim/breathe water, and possibly immune to fire depending on material. Soldiers have talented in most combat skills, and the actual angels have Grand Master in those skills. UNKNOWN: Can angels receive strange moods or martial trances?Īccording to the wiki, assistant angels have no special combat skills. They have extremely long lifespans, my two were both 230 years old, their limit is currently unknown and needs testing.Ĭombat effectiveness is untested, but probably varies based off the angels' composition (I've seen angels made of fire, that sounds like a fun fort) Some raw editing is necessary to have children. I forced a few migrant waves, and no angelic immigrants came.Īngels have no gender, and cannot breed. They do not start with any sort of divine cloth or metal. Here's a few things I've noticed/need testing:Īngels are capable of every job dwarves are, according to DFHack. Dwarves will still be citizens and will immigrate, so you may want to turn off immigration and dispose/enslave any dwarves for your angel fort, depending on your style. The angels will now be citizens of the fort. Repeat until you have as many angels as you want. Keep changing from 'locally important' to 'peasant' until you get someone who starts at your selected fort. Make sure they are part of your civilization. I was only able to get the lowest level angels, the actual archangel or other guardians may be able to be played, but I haven't found any.Ĭreate some angel adventurers, give them skills and stuff you want. They will either be their own selection, or an 'intelligent wilderness creature'. Make sure it's the same civ as your first fort. If you want to use a fort in a different location, make one now. The angels won't put up a fight, and the site should surrender to you. Change the mission settings so that you demand surrender and conquer. Go and unretire your fort you made, and send a small squad on a mission to raid the vault. Now, you should have the vault discovered. Go ahead and retire this adventurer when you find it. Don't move to the vault outside the fast travel, or else it won't be 'discovered'). Have them move a distance away from the fort, and then use 'T' to travel on the world map until you find the vault (there will be a notification. Now make a dwarf adventurer at the fort you created. Embark site or skills don't matter, you don't need to use this fort to play with the angels. Make a fort a fair distance away from the vault, I've noticed that embarking directly next to it causes crashing (you can also embark ON it with dfhack, but it's extremely buggy. Then, just move your embark square around the local map until the 'embark' button grays out. Move away from the note until you match that coordinate. In the legends.xml, there should be a coordinate where the vault is. Go to the top left corner, and make a note there. Next, go to the world map in fortress mode. The name of the vault and its residents can give a hint as to what sphere the vault is based off of (can probably do this via legends viewer as well, but it doesn't work well for me) You can view the denizens of the vault in the other legend file, world sites and population. In the Dwarf Fortress files, find the legends.xml file. To do this, first find a vault by exporting legends info.
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