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Messages - DerMeister

Pages: 1 ... 17 18 [19] 20 21 ... 33
271
DF Modding / Re: Monogendered humanoid breeding
« on: September 04, 2019, 10:42:57 pm »
I not understand how add to creature code interaction as in deity curse. Give me code, please.
Check the interaction examples folder of the game for that. Be aware that despite all of them being written as fully functional interactions (except the werecurse one requires writing up a new creature according to its instructions) that they have to be placed in the objects folder to work, otherwise you'd be getting vampires and such even in maps where you eliminated the amount of procedurally generated Ńs.
I not need procedurally generated harpies. I want add syndrome interaction to harpy and satyr to make more harpies and satyrs.

272
What I have so far:

 - A working entity file with really bad ethics. They got their own language and nobles.
 - A working creature file with a base Warlock creature, skeletons and zombies.
 - Pets: Mephits (Imps) with minor magic spells.
 - Ability to embark with 1(!) demon, forgotten beast, nightcreature or titan. You might also convince a caravan to bring those for a hefty price. (Pet value 1000).

I tested spawning creatures, kinda works. Dfhack crashes the game at the moment of creation randomly, so I got to figure out why.
I also tested animated, glowing constructions and workshops, that works fine.

Baby steps. :D
I have etics for my creature mod, this is really bad, even for goblins. Creatures is simple - you can copy human and add from necromancer or zomby curse. Spells is not in dwarf fortress setting. Embarking with demon, FB, titan or bogeyman was invented by me, this work by animal definition in entity code: add to all creatures class "not generated", forbid this class for definition and add animals always present. For simplier way, you can forbid general poison class, but your warlocks will have more pets.

273
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 04, 2019, 08:50:19 am »
If not add relegion, but add divine mat and spheres, civ will use their sphere mat or another mats?

274
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 04, 2019, 07:11:41 am »
[INTELLIGENT] is the same as [CAN_LEARN]+[CAN_SPEAK], there isn't any difference. Utterances is only responsible for kobold names.
Still, you do have the unintelligent caste as the most common one and I also think that creatures with opposed to life get shoved into the "other" category in fort mode's unit list. So both could be the issue, really.
When inteligence, goblins not make items from this creature, when just can learn and can speak, goblins make. I test without opposed to life, remake civ and this work, embark with 5 pet caste, one from normal caste and one from intelligent.

275
DF Modding / Re: Monogendered humanoid breeding
« on: September 04, 2019, 01:39:50 am »
I not understand how add to creature code interaction as in deity curse. Give me code, please.

276
DF Modding / Monogendered humanoid breeding
« on: September 03, 2019, 10:31:46 pm »
I have some ideas before villains update.

First idea: breed by attack/interaction of transphorming syndrome. Human, goblin, elf and dwarf males have special class and can be mutate into satyr or blendec. Females of this species can mutate into harpy.

Second idea: two genders like two species. Male is satyr, female is driade, they have even two different descriptions.

Third idea for harpies: hidden castes and some transformations. Harpy specie have four castes: three female (called "buch","fem" and "dyke") and special male caste. Male caste does not exist. But by interaction "buch" can be temporary transformed into this male caste for impregnate another harpies. For work without marriage, hidden caste isn't intelligent.

Will this work? Have you another ideas?

277
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 03, 2019, 08:49:26 pm »
you created three castes, only one of which is intelligent, and it is extremely rare compared to the other two. It's almost certain all seven of your starting critters were of the unintelligent castes, which count as livestock, not people, and livestock cant keep a fort going. You should rethink how you want the castes to work, for instance you could make the intelligent caste dominant numerically and the other two pets, so you can buy them on embark.
Only one is pet caste. One caste is fully intelligent, second is can learn and can speak, third is no learn and no speak, only utterances, so only third is fully pet.

278
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 02, 2019, 11:09:51 pm »
Opposed to life creatures can be member of civ? When I embark as this civ, fortress was lost from start because no members and livestock.

279
DF Modding / Re: Plants growing things besides fruit?
« on: September 01, 2019, 11:46:10 pm »
I know plants can grow eggs (Though I forget if feather tree eggs even function), but can plants grow other odd edibles? Say, meat? I'm thinking about adding meat vines/leafy meats/whatever you wanna call em, based on various plants from games i play.
This isn't really egg. This just fruit that called egg and made of yolk. 

280
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: September 01, 2019, 11:44:37 pm »
Even if we can't get summons by reaction you can cheese it by giving a dwarf a summon interaction from like a syndrome and they'll use it in combat, presumably? Hopefully. Then you could pull like a gcs web milking rig to get dwarves into combat with a creature, summoning things while in combat.

Or maybe it will be triggerable from a greeting usage hint as well. That would be a breeze to work even in fort mode.

I wonder how or even if we can take advantage of the created abominations code.

Gotta come up with more ways to integrate this stuff... I was already changing the birth sphere secret, I've been able to confirm that intelligent people turned into animals will in fact bear children and the kids even know who their father is, even though their parents weren't in a relationship, but the new relationship code may still make it easier to do like a "love potion" or secret that changes personality traits making everyone more likely to form relationships that bear children "naturally" since marriage won't be strictly necessary anymore, but I did want to make a marriage sphere secret that actually encourages marriages, not just relationships or children.
The people pushing effect I want to use all over the place.
I can make so many demons and titans and shit.
Have to remove most of the reanimation effects from secrets or the whole world will be bathed in crazed towers and reanimated hordes and evil regions.

What else are we getting... It's like goblin christmas, but we don't have to kill any greenskins.
Summoning by greetings make way to harpy reproduce.

281
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 01, 2019, 11:40:27 pm »
I'd also recommend removing glaciers if you only have the vanilla set of plants/creatures otherwise. Glacier civs usually get skipped or result in "farming civ lacks crops" errors if you don't have more stuff available for them in that biome.
This civ not farm plants and even have no pets.

282
Mod Releases / Re: [44.12] Domestication Mod by DerMeister
« on: September 01, 2019, 11:27:10 am »
Bump

283
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 01, 2019, 11:13:12 am »
Why civ not spawn in worldgen?
Code: [Select]
[OBJECT:CREATURE]

[CREATURE:JIRK]
[DESCRIPTION:Not large, but very atrocitus hater of all life and nature.]
[NAME:elartk:elartkh:elartkha]
[CASTE_NAME:elartk:elartkh:elartkha]
[CREATURE_TILE:'e'][COLOR:4:0:0]
[CREATURE_SOLDIER_TILE:2]
[CREATURE_CLASS:CHETOGNATA]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[CREATURE_CLASS:SMART]
[STRANGE_MOODS][SENSE_CREATURE_CLASS:15:4:0:1]
[TRANCES][PRONE_TO_RAGE][HUNTS_VERMIN][[RETRACT_INTO_BP:BY_CATEGORY:UPPERBODY:roll into a ball:rolls into a ball:unroll:unrolls]]
[LARGE_PREDATOR]OPPOSED_TO_LIFE][GOBBLE_VERMIN_CLASS:MAMMAL][GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG][GOBBLE_VERMIN_CLASS:GENERAL_POISON]
[CANOPENDOORS][LOCKPICKER][GNAWER:gnawed][BUILDINGDESTROYER][STANCE_CLIMBER]
[PREFSTRING:racial purity]
[PREFSTRING:narcissism]
[PREFSTRING:dangerous]

[BODY:BASIC_2PARTBODY:BASIC_3PARTARMS:BASIC_FRONTLEGS:BASIC_REARLEGS:2HEAD_HORN_NUMBERED:BASIC_HEAD_NECK:2EYESTALKS:2LUNGS:HEART:HEART:GUTS:ORGANS:ORGANS:SPINE:BRAIN:BRAIN:SKULL:3FINGERS:3TOES:MOUTH:LARGE_MANDIBLES:2_HEAD_CLUBBED_TENTACLES:TEETH:2_HEAD_CLUBBED_TENTACLES:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[TISSUE:OBSINAIL_TEMPLATE]
[TISSUE_NAME:obsidian nail:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[RELATIVE_THICKNESS:1]   
[HEALING_RATE:700]   
[CONNECTS]   
[TISSUE_SHAPE:LAYER]
[TISSUE:SCALESHELL_TEMPLATE]
[TISSUE_NAME:chitin scale:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CHITIN]
[RELATIVE_THICKNESS:1]   
[HEALING_RATE:700]   
[CONNECTS]   
[TISSUE_SHAPE:SCALES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:EGG_MATERIALS]

Eyebrows and eyelashes are manually added here.



And nails.

[USE_TISSUE_TEMPLATE:NAIL:OBSINAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:HOOF:FRONT]



Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

Then back to some more body detail plans.

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[RELSIZE:BY_CATEGORY:TENTACLE:5] Of course!  Standard relative size for humanoids is 200.
[RELSIZE:BY_CATEGORY:MANDIBLES:20]

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]
[NO_FEVERS]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TEAL]
[SYNDROME]
[SYN_NAME:berylliosis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT][SYN_INHALED][SYN_INJECTED][SYN_INGESTED]
[CE_PAIN:SEV:15:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:25:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_OOZING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BRUISING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BLEEDING:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:75:END:100]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:1000]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.



Some tags to control the overall infection behavior.

[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

Some additional materials.


[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SYNDROME]
[SYN_NAME:acid]
[SYN_IMMUNE_CREATURE:JIRK:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
[CE_PAIN:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
[CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]


[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:2:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.


These are as before.



Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]

This causes all of the teeth on a given head to be used.

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:SPIT:LIQUID:100:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]


Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:larva:larvas]
[BABYNAME:larva:larvas]
[CHILD:2]
[GENERAL_CHILD_NAME:larva:larvas]
[CHILDNAME:larva:larvas]
[EQUIPS]
[CAVE_ADAPT]
[ALL_ACTIVE]
[AMPHIBIOUS][NO_BREATHE][UNDERSWIM]
[SMELL_TRIGGER:90]
[LOW_LIGHT_VISION:10000][VISION_ARC:360:350]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:STRESS_VULNERABILITY:0:45:100]
[PERSONALITY:BASHFUL:0:45:100]
[PERSONALITY:SINGLEMINDED:0:55:100]
[PERSONALITY:GREED:0:55:100]


Now we'll declare the specific castes.

[SET_BP_GROUP:BY_CATEGORY:HORN][BP_ADD_TYPE:CON_CAT:LEG_REAR][BP_REMOVE_TYPE:CON_CAT:HEAD]
[SET_BP_GROUP:BY_CATEGORY:SPINE][BP_ADD_TYPE:THOUGHT]
[SET_BP_GROUP:BY_CATEGORY:BODY_UPPER][BP_ADD_TYPE:HEAD]

[CASTE:OMEGA]
The gender tag lets it know how breeding works.
[FEMALE][POP_RATIO:25]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:100:0:0]
[LITTERSIZE:10:20][TRAINABLE][UTTERANCES][WAGON_PULLER]
GRAZER:100000][NO_EAT][NO_DRINK][RETURNS_VERMIN_KILLS_TO_OWNER][ROOT_AROUND]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:BETA]
[MALE]
[CAN_LEARN][CAN_SPEAK][POP_RATIO:5]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:0:100:0]
[BONECARN][NO_EAT][NO_DRINK]
[CASTE:ALPHA]
[MALE]
[INTELLIGENT][POP_RATIO:1]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:75:25:0]
[POWER]
[CARNIVORE][NO_EAT][NO_DRINK]
[SUPERNATURAL]
[ALCOHOL_DEPENDENT]
[SYNDROME_DILUTION_FACTOR:INEBRIATION:500]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.


Now we'll select the eyebrows and eyelashes and give them variable lengths.



All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:UPPERBODY:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:LOWERBODY:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:FERN_GREEN:1]
[TLCM_NOUN:scales:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:FERN_GREEN:1]
[TLCM_NOUN:scales:SINGULAR]
Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyestalks:PLURAL]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

[OBJECT:ENTITY]

[ENTITY:CHAOTIC]
[SITE_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:JIRK]
[TRANSLATION:GEN_DIVINE]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[TOOL:ITEM_TOOL_SCROLL_ROLLERS]
[TOOL:ITEM_TOOL_BOOK_BINDING]
[TOOL:ITEM_TOOL_SCROLL]
[TOOL:ITEM_TOOL_QUIRE]
[TOOL:ITEM_TOOL_BOOKCASE]
[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[USE_ANIMAL_PRODUCTS]
[ABUSE_BODIES]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:0]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:0]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:GLACIER]
[START_BIOME:MOUNTAIN]
[START_BIOME:ANY_DESERT]
START_BIOME:UNDERGROUND_CHASM]
START_BIOME:UNDERGROUND_WATER]
[BIOME_SUPPORT:GLACIER]
[BIOME_SUPPORT:MOUNTAIN]
[BIOME_SUPPORT:ANY_DESERT]
BIOME_SUPPORT:UNDERGROUND_CHASM]
BIOME_SUPPORT:UNDERGROUND_WATER]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:10000]
[MAX_POP_NUMBER:1000000]
[MAX_SITE_POP_NUMBER:120]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
can also use SCHOLAR:ALL
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:CHEMIST]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:PAPERMAKER]
[PERMITTED_JOB:BOOKBINDER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MAKE_QUICKLIME]
[PERMITTED_REACTION:MAKE_MILK_OF_LIME]
[PERMITTED_REACTION:MAKE_PARCHMENT]
[PERMITTED_REACTION:MAKE_SCROLL]
[PERMITTED_REACTION:MAKE_QUIRE]
[PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
[PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
[PERMITTED_REACTION:PRESS_PLANT_PAPER]
[PERMITTED_REACTION:BIND_BOOK]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:MISGUIDED]
[ETHIC:KILL_NEUTRAL:REQUIRED]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:REQUIRED]
[ETHIC:KILL_PLANT:REQUIRED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_FOR_FUN:REQUIRED]
[ETHIC:TORTURE_ANIMALS:REQUIRED]
[ETHIC:TREASON:ACCEPTABLE]
[ETHIC:OATH_BREAKING:MISGUIDED]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:MISGUIDED]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:REQUIRED]
[ETHIC:MAKE_TROPHY_SAME_RACE:REQUIRED]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[VALUE:LAW:-30]
[VALUE:LOYALTY:30]
[VALUE:FAMILY:-30]
[VALUE:FRIENDSHIP:-30]
[VALUE:POWER:0]
[VALUE:TRUTH:-30]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:-15]
[VALUE:DECORUM:-50]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:-30]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:5]
[VALUE:KNOWLEDGE:50]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:15]
[VALUE:CRAFTSMANSHIP:50]
[VALUE:MARTIAL_PROWESS:15]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:30]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:15]
[VALUE:COMMERCE:15]
[VALUE:ROMANCE:0]
[VALUE:NATURE:-50]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME_MALE:fuerer:fuerers]
[GENDER:MALE]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:lieutenant:lieutenants]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:HAMMERER]
[NAME:killer:killers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:WHIP]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[ANIMAL]
[ANIMAL_FORBIDDEN_CLASS:GENERAL_POISON]
[ANIMAL]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:JIRK]
[ANIMAL_CASTE_TOKEN:OMEGA]
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM]
[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_PERCUSSION_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]

284
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: September 01, 2019, 10:49:03 am »
I will make beta version of my mod for new version. But alpha version probably will be for 44.12.

285
DF Modding / Re: Making civs use bone weapons?
« on: September 01, 2019, 10:44:54 am »
You can modify materials directly in creature code. Like troll blood have its color.

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