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Author Topic: Personality traits.  (Read 810 times)

aha

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Personality traits.
« on: January 28, 2008, 09:23:00 pm »

I wanted to tweak starting personalities for dwarves. Create some real psychopaths or get more into the role of some challenges (mad butcher from wiki sounded awesome  :D) Most of the traits are quite easy to understand, but I have a question about some of the traits:

What is the effect on dwarf if I set these to 100? What happens at 0?

LIBERALISM

91 - 100     Revels in chaos and disorder.
76 - 90    Loves to defy convention.
61 - 75    Is put off by authority and tradition.
25 - 39    Admires tradition.
10 - 24    Prefers stability and security to ambiguity and disorder.
0 - 9    Is an ardent believer in convention and traditional society.

Will dwarf noble with liberalism at zero punish all the workers relentlessly, should they fail to meet production orders? What about dwarf with max liberalism - will he sit around days long, rolling joints from pig tails and shunning plump helmets in favor of more interesting shrooms?

EMOTIONALITY    
Value    Description
91 - 100    Has a profound understanding of its/his/her own emotions.
76 - 90    Has a great awareness of its/his/her own emotions.
61 - 75    Has a good awareness of its/his/her own emotions.
25 - 39    Tends not to openly express emotions.
0 - 24    Is mostly unaware of its/his/her own emotions and rarely expresses them.
0 - 9    Does not display its/his/her own emotions and has no awareness of them.

What happens with dwarf who has max emotionality? Will it cry every time an animal is butchered and throw a tantrum? Is it advantageous to have a "stone-face" in the team?

SYMPATHY    
Value    Description
91 - 100    Is incredibly compassionate and feels the pain of others.
76 - 90    Is easily moved to pity.
61 - 75    Is compassionate.
25 - 39    Is not easily moved to pity.
10 - 24    Is not affected by the suffering of others.
0 - 9    Would never let an objective judgement be tempered by mercy or pity.

Any experience with empaths/sociopaths?

CAUTIOUSNESS    
Value    Description
91 - 100    thinks through every alternatives and their consequences before acting
76 - 90    is extremely cautious
61 - 75    takes time when making decisions
25 - 39    often does the first thing that comes to mind
10 - 24    acts impulsively
0 - 9    always acts without considering alternatives or thinking through possibilities

Running every time a hoary marmot decides to take a piss on the edge of a map?

IMAGINATION    
Value    Description
91 - 100    Is bored by reality and has a wonderful imagination.
76 - 90    Is incredibly creative.
61 - 75    Has a fertile imagination.
25 - 39    Isn't given to flights of fancy.
10 - 24    Is grounded in reality.
0 - 9    Is interested only in facts and the real world.

Good or bad? Going around all day and looking at nice door I have on butcher shop or actually pulling some weight and creating something cool.


I am going to test the traits out, but probably someone already has. Please let me know if you know more - I'll also update wiki with the knowledge gained here.

[ January 28, 2008: Message edited by: aha ]

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Kagus

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Re: Personality traits.
« Reply #1 on: January 28, 2008, 09:27:00 pm »

I just assumed they were all placeholders and didn't have any effect...

Greiger

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Re: Personality traits.
« Reply #2 on: January 28, 2008, 10:11:00 pm »

I've heard reports of some of them having minor effects, like angry folks tantruming more and being more likely to berserk (my angry custom race does seem to berserk more and melancholy less) but these effects could be imagined.

I would think it wouldn't be too hard for Toady to have added some very basic modifiers relating to those things while he added the personalities themselves. (I of course don't know the code.)

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Hague

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Re: Personality traits.
« Reply #3 on: January 28, 2008, 11:14:00 pm »

Well, I've noticed that my dwarves whom have bad attitudes that trade at the depot tend to get higher gains in the Intimidate skill. I'd bet a dwarf with high empathy is better at the Consoler and Pacifier skills. I imagine other traits also affect how often they go on break, the general quality of goods they make (aesthetic sense)
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Keilden

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Re: Personality traits.
« Reply #4 on: January 29, 2008, 01:48:00 am »

Some have effects, like the one who controls how much your dwarf likes people. If he likes people he tend to take brakes near people.
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Nite/m4re

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Re: Personality traits.
« Reply #5 on: January 29, 2008, 08:47:00 am »

Sympathy affects the thought a dwarf gets for feeding a wounded dwarf. If he is easily moved by pity he/she will get a good thought.
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aha

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Re: Personality traits.
« Reply #6 on: January 29, 2008, 09:36:00 pm »

So they are not placeholders and work after all?
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Lord Licorice

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Re: Personality traits.
« Reply #7 on: January 29, 2008, 09:46:00 pm »

quote:
Originally posted by Nite/m4re:
<STRONG>Sympathy affects the thought a dwarf gets for feeding a wounded dwarf. If he is easily moved by pity he/she will get a good thought.</STRONG>

Conversely, "does not like to go out of [his/her] way to help others" generates a bad thought if they provide food or water to a wounded dwarf.  I saw this rather selfish thought on one of my marksdwarves after tending someone, and immediately decided to put her on the front lines for the next invasion.

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Hague

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Re: Personality traits.
« Reply #8 on: January 30, 2008, 02:12:00 pm »

I went and modified dwarves to be a bit more industrious naturally. Raised the median to 70 and the minimum to 30. No more lackadaisical dwarves in my fortress!
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mport2004

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Re: Personality traits.
« Reply #9 on: January 30, 2008, 04:14:00 pm »

Id like all of my dwarves to be
0
25
0
100
0

[ January 30, 2008: Message edited by: mport2004 ]

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Sowelu

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Re: Personality traits.
« Reply #10 on: January 30, 2008, 04:17:00 pm »

There's a big difference between 'being a placeholder' and 'fully working'.  Strong suspicion that many of them do nothing, and most of the eventual effects aren't implemented.  Don't go looking for very much that's special about this yet...
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