| [CREATURE:PALADIN] [CASTE:DWARF] [ALL SUB-CASTES HERE] [CASTE:ELF] [SAME AS DWARF] [CASTE:HUMAN] [ETC] | versus | [CREATURE:PALADIN] [CASTE:DWARF INITIATE] [CASTE:ELF INITIATE] [CASTE:HUMAN INITIATE] |
You can't make single gendered races. If they have no in-game way to breed, they will all die in world generation.It doesnt quite work, I tried that in Warlock mode. Nobles override the profession graphics, and soldier types do too. That means you also need to restrict those. Migrants ignore the skills they can and can not learn, and arrive even with skills that cant be learned, while spawned civ members, regardless of skills, will always show the default "peasant" sprite at first. There is also only 1 sprite for babies, 1 for children and 1 for ghosts. I worked around a lot of that by making Warlock peasants hooded figures, so you dont know whats under it (skeleton, ghoul or warlock), and have no babies/children in the first place. And no migrants, besides the first 2 hardcoded waves.
Also, while you don't play with graphics, many people do, and you're also making this mod for them, not only yourself. You have to think about these things. An idea for this would be limiting castes to certain jobs (only the dwarf caste can mine, so the tileset will be a dwarf; only humans can be warrior with swords or mace, so the tileset wil be human, etc), though I dont know how feasible this is to program and I guess it could reeeeeeally break the game in you embarked without one of the castes...
still haven't heard anyone comment about the equipment version of nobles, so it's either incredibly easy or'impossible'.
cool, semi helpful. I noticed it mentioned weapon racks etc. is there any more specific details, or will I just have to muddle through? not trying to be difficult, just killing time omw to work, and hard to use a phone for this stuff.
in detail, I notice there are furniture requirements, but isn't there also quality as well, I just see quantity.. I know there are quality requirements though. I can't remember if they include clothes and furniture
I would just want to point out that 0% tolerance, super goody goody guys are almost evil. (Plus the never been done before aspect) I like the idea of that. So good it feels coldly evil (Oh! A blue flame motif... Cold Fire...Chilly yet it burns...)It's yet another evil race, then :P
It seems heavily warhammer inspired, which does not have any good races. Everyone is a bloody fanatic bend on killing everyone else.I dunno man the Tyranids are pretty cool. They are just hungry. It's not their fault everything is made of tasty.
my point was masterwork has a decided lack of 'good guys'.
I am good at design
...
2-Teletubbies
1-sudo paladin angel race
2-Teletubbies (LOL, can't resist the horror! of the elite unit is Barney! he dances and the enemies drop weapons and play with him)
3 -leprechauns (your suggestion)
4 - 40k version of good.
Good are unicorns and elves and feather trees and golden salve.
It seems heavily warhammer inspired, which does not have any good races. Everyone is a bloody fanatic bend on killing everyone else.
Run a reaction that always 'kills' the worker. Always creates a token that represents soldier strength deployed in the field (active duty - working title). This can be refunded at the same place. Course, you will loose any skills.
I've heard that the counterattack raids (the FORCE scripts) might not work in DFHack in the new DF2014 version but I don't understand the details. So far I admit I've just been hoping that someone figures it out, I'm not active in DFHack development at all.Well, it's a piece of script that is not updated.