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Author Topic: [31.25] Caste-specific jobs?  (Read 941 times)

Molly Renata

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[31.25] Caste-specific jobs?
« on: May 18, 2015, 04:09:25 pm »

Is there any way to make certain jobs caste-specific in version 31.25? Like... making a caste that can only have administrative jobs, one that can only do crafting jobs, one that can only do farming... so on and so forth.
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

TomiTapio

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Re: [31.25] Caste-specific jobs?
« Reply #1 on: May 18, 2015, 05:47:47 pm »

Is there any way to make certain jobs caste-specific in version 31.25? Like... making a caste that can only have administrative jobs, one that can only do crafting jobs, one that can only do farming... so on and so forth.
No. Not in any DF version as far as I know.
Can make castes learn skills at different speeds, but not restrict what labors they can do.
The OldGenesis mod has lots of dwarf castes, like "good with metal" "good with learning & books" "good with farming" "shield clan learns combat well".
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Molly Renata

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Re: [31.25] Caste-specific jobs?
« Reply #2 on: May 18, 2015, 07:10:09 pm »

Aw. =(

Well, in that case... how do you alter learning rates for different castes? (It's related to antmen modding.)
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

Putnam

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Re: [31.25] Caste-specific jobs?
« Reply #3 on: May 19, 2015, 12:42:19 am »

[SKILL_LEARN_RATE:SKILL:percentage]

TomiTapio

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Re: [31.25] Caste-specific jobs?
« Reply #4 on: May 19, 2015, 03:56:21 am »

Here's a chunk of goodness:

Code: [Select]
Skills that every dwarf child (yes even Domples) learn before adulthood:
[NATURAL_SKILL:DISCIPLINE:1] to fix cowardice
[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:1]
[NATURAL_SKILL:CONCENTRATION:1]
[NATURAL_SKILL:NEGOTIATION:1]
[NATURAL_SKILL:CONVERSATION:1]
[NATURAL_SKILL:JUDGING_INTENT:1]
[NATURAL_SKILL:APPRAISAL:1]

[NATURAL_SKILL:KNAPPING:3] understand stone fracturing
[NATURAL_SKILL:MASONRY:1]
[NATURAL_SKILL:MECHANICS:1]
[NATURAL_SKILL:OPERATE_PUMP:1]
[NATURAL_SKILL:PRESSING:1]
[NATURAL_SKILL:DETAILSTONE:1]
[NATURAL_SKILL:FORGE_FURNITURE:1] easier forging
--NATURAL_SKILL:METALCRAFT:1] easier forging
[NATURAL_SKILL:STONECRAFT:1] mugs,mugs,mugs

[NATURAL_SKILL:AXE:1]
[NATURAL_SKILL:HAMMER:1]
[NATURAL_SKILL:MACE:1]
[NATURAL_SKILL:MELEE_COMBAT:1]
[NATURAL_SKILL:GRASP_STRIKE:1]
[NATURAL_SKILL:WRESTLING:1]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:1]
[NATURAL_SKILL:COORDINATION:1]

[SKILL_RATES:115:60:12:120] ---set 115% xp for all skills--- because fps death always looming
[SKILL_RATE:MINING:120:60:12:120]
[SKILL_RATE:DETAILSTONE:80:60:12:120]
[SKILL_RATE:STONECRAFT:85:60:12:120] --unlimited raw materials, just like mining and engraving.
[SKILL_RATE:HERBALISM:45:60:12:120] --dwarves aren't good at plant identifying.
[SKILL_RATE:COOK:18:60:12:120] --dwarves aren't good cooks. They should be exporting metal items, not chef salads.

[SKILL_RATE:DODGING:155:60:12:120]
[SKILL_RATE:MELEE_COMBAT:165:60:12:120] --the primary xp points of combat.
[SKILL_RATE:RANGED_COMBAT:130:60:12:120]
[SKILL_RATE:WRESTLING:95:60:12:120] --135 was way too much, got talented from 8 pages of giant ant.
[SKILL_RATE:SNEAK:140:60:12:120] --for hunters
[SKILL_RATE:CRUTCH_WALK:165:60:12:120]
[SKILL_RATE:KNOWLEDGE_ACQUISITION:155:60:12:120] --student, can embark with military teacher.
[SKILL_RATE:ARMOR:190:60:12:120]
[SKILL_RATE:SHIELD:185:60:12:120]
[SKILL_RATE:HAMMER:165:60:12:120] --simple weapons at 145%, halberds and foreign not.
[SKILL_RATE:AXE:155:60:12:120]
[SKILL_RATE:DAGGER:155:60:12:120]
[SKILL_RATE:SPEAR:155:60:12:120]

[SKILL_RATE:CROSSBOW:105:60:12:120]
[SKILL_RATE:BOW:83:60:12:120]

[SKILL_RATE:DRESS_WOUNDS:115:60:12:120]
[SKILL_RATE:DIAGNOSE:90:60:12:120]
[SKILL_RATE:SURGERY:85:60:12:120]
[SKILL_RATE:SET_BONE:90:60:12:120]
[SKILL_RATE:SUTURE:100:60:12:120]

[PHYS_ATT_RATES:STRENGTH:500:NONE:NONE:NONE] --no decay of attributes
[PHYS_ATT_RATES:AGILITY:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:ENDURANCE:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:TOUGHNESS:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:RECUPERATION:500:NONE:NONE:NONE]
[PHYS_ATT_RATES:DISEASE_RESISTANCE:500:NONE:NONE:NONE]
   
[MENT_ATT_RATES:ANALYTICAL_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:CREATIVITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:EMPATHY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:FOCUS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:INTUITION:500:NONE:NONE:NONE]
[MENT_ATT_RATES:KINESTHETIC_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:LINGUISTIC_ABILITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MEMORY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:MUSICALITY:500:NONE:NONE:NONE]
[MENT_ATT_RATES:PATIENCE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SOCIAL_AWARENESS:500:NONE:NONE:NONE]
[MENT_ATT_RATES:SPATIAL_SENSE:500:NONE:NONE:NONE]
[MENT_ATT_RATES:WILLPOWER:500:NONE:NONE:NONE]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Molly Renata

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Re: [31.25] Caste-specific jobs?
« Reply #5 on: May 19, 2015, 06:51:39 am »

...theoretically, I could make it so that certain castes have zero percent skill gain rates.  Granted, that would probably take a lot of testing, and/or just wouldn't work altogether...

Still, thank you. Time to get cracking!

(...Why do I understand DF modding better than actually playing the game? I think I should probably lay off the whole "trying to figure out every single aspect of modding" thing for a bit and just play the game.)
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

Meph

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Re: [31.25] Caste-specific jobs?
« Reply #6 on: May 19, 2015, 07:26:33 am »

...theoretically, I could make it so that certain castes have zero percent skill gain rates.  Granted, that would probably take a lot of testing, and/or just wouldn't work altogether...

Still, thank you. Time to get cracking!

(...Why do I understand DF modding better than actually playing the game? I think I should probably lay off the whole "trying to figure out every single aspect of modding" thing for a bit and just play the game.)
I did that with my warlocks and their ghoul/skeleton servants. They still do the jobs though, regardless of being unskilled or not.
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Molly Renata

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Re: [31.25] Caste-specific jobs?
« Reply #7 on: May 19, 2015, 07:32:44 am »

I did that with my warlocks and their ghoul/skeleton servants. They still do the jobs though, regardless of being unskilled or not.

Yes, but castes that don't gain experience in certain skills will forever remain really lousy at those skills. It still qualifies as specialization!


....optimism at its finest?
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

Dirst

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Re: [31.25] Caste-specific jobs?
« Reply #8 on: May 19, 2015, 09:56:14 am »

I did that with my warlocks and their ghoul/skeleton servants. They still do the jobs though, regardless of being unskilled or not.

Yes, but castes that don't gain experience in certain skills will forever remain really lousy at those skills. It still qualifies as specialization!


....optimism at its finest?
But even if you do make some castes completely inept at learning certain skills, I wouldn't be surprised if you still get migrants with those skills anyway (that then never improve).

Going beyond raws, it might be possible to loop through the unit list each tick with DFHack and make sure the forbidden labors are not enabled.  It sounds slow since Lua is an interpreted scripting language, but the performance is surprisingly snappy.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Molly Renata

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Re: [31.25] Caste-specific jobs?
« Reply #9 on: May 19, 2015, 02:30:18 pm »

But even if you do make some castes completely inept at learning certain skills, I wouldn't be surprised if you still get migrants with those skills anyway (that then never improve).

Going beyond raws, it might be possible to loop through the unit list each tick with DFHack and make sure the forbidden labors are not enabled.  It sounds slow since Lua is an interpreted scripting language, but the performance is surprisingly snappy.

Maybe... I'd probably need a tutorial on how to do that, since while I do have DFHack now, I haven't really been doing anything complicated with it. (Mostly just prospect/autodump/various cleanup/sometimes adding liquids where necessary...)
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

Putnam

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Re: [31.25] Caste-specific jobs?
« Reply #10 on: May 19, 2015, 02:35:35 pm »

Code: [Select]
for k,v in ipairs(df.global.world.units.active) do
    --stuff here
end