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Author Topic: Secrets and the 0.42 Knowledge System  (Read 32118 times)

Nilsou

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Re: Secrets and the 0.42 Knowledge System
« Reply #120 on: July 20, 2017, 04:21:10 pm »

Final digging done ! ! !
And it ... WORKS . Finally a world full of goblins AND towers and mainly goblins towers due to high pops of goblins.

Religion was the problem i guess :
Just add that to my entity raw for the gobs :

   [RELIGION:PANTHEON]
   [RELIGION_SPHERE:CHAOS]
   [RELIGION_SPHERE:DEATH]
   [RELIGION_SPHERE:METALS]
   [RELIGION_SPHERE:DEFORMITY]
   [RELIGION_SPHERE:DEPRAVITY]
   [RELIGION_SPHERE:DISEASE]
   [RELIGION_SPHERE:WAR]

It done the tricks.
If it can be usefull for anyone.

Also the deleting of mortal requirement doesn't seems to work at all (is so i should have elf necromancer) so i guess the game made check on the "strating to worry about its own mortality" and check if the entity is really mortal or not ...

But it works fine if you just make them mortal with a lot of age limit.
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Putnam

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Re: Secrets and the 0.42 Knowledge System
« Reply #121 on: July 20, 2017, 06:25:52 pm »

nilsou, the interaction examples folder is just examples, nothing in there is actually functional

i'm glad you found something that got the result you wanted

Nilsou

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Re: Secrets and the 0.42 Knowledge System
« Reply #122 on: July 20, 2017, 09:09:26 pm »

even if you copy paste to the object directory ?
I had understood that some mod had made there own secret, is it wrong ?
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milo christiansen

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Re: Secrets and the 0.42 Knowledge System
« Reply #123 on: July 20, 2017, 11:19:32 pm »

If you copy the secret case to the object directory they should work. Set the number for generated secrets to 0 in advanced worldgen to make sure though...
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Nilsou

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Re: Secrets and the 0.42 Knowledge System
« Reply #124 on: July 24, 2017, 03:14:03 pm »

Why ? If there is 0 secret in worldgen, will not be 0 custom secret too ?
Or worldgen "secret" is only related to hardcoded one ? And if so, where is the number of personnal secret ? 
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Putnam

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Re: Secrets and the 0.42 Knowledge System
« Reply #125 on: July 24, 2017, 06:33:55 pm »

Worldgen settings change how many generated secrets there are, i.e. hardcoded ones. Modded secrets will always show up.

Novurist

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Re: Secrets and the 0.42 Knowledge System
« Reply #126 on: July 31, 2017, 05:47:21 am »

The wiki says that at the moment your dwarfs won't discover the generated secrets in fortress mode and wander of to build a tower somewhere. Is this also true for the user-specified secrets or is there a possibility that these secrets are written down and stored in your fortress library?
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pikachu17

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Re: Secrets and the 0.42 Knowledge System
« Reply #127 on: July 31, 2017, 05:38:22 pm »

I don't think you can get a slab, but a pre-existing necromancer, or any other secret having person, can write it down in a book, and put it in the library to be read. You can do especially well with adventurers.
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dragdeler

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Re: Secrets and the 0.42 Knowledge System
« Reply #128 on: September 19, 2017, 03:30:25 pm »

So I managed to disperse my secrets among the civilisations and everything is fine but one thing: no matter what secret a creature learns, it will allways be called necromancer. I can't alter that by giving necromancers a different display name. I did not try to name all other secret initiates, since I fear for very long names (as in Urist McOverpowered, the wizard necromancer druid werebeast sockcollector).

There are two acceptable solutions, either they're all just "wizard", either they don't have any title at all. Does anybody know how to put this into effect?


Edit: Turns out ingame they are wizards, I guess necromancers in the legends mode is about civ affiliation. And Since they all learn the secret of death first, they will allways be marked as wizards, good enough.
« Last Edit: September 19, 2017, 05:50:45 pm by dragdeler »
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Putnam

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Re: Secrets and the 0.42 Knowledge System
« Reply #129 on: September 20, 2017, 02:34:35 am »

I can't alter that by giving necromancers a different display name.

You can't give necromancers a different display name, "interaction examples" is an examples folder that the game does nothing with.
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