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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80578 times)

darklord92

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Re: Classical Sergals Mod V0.7 - A work in progress!
« Reply #30 on: February 09, 2012, 11:36:13 pm »

actually i had a similar idea in one of the older versions. i had one large 15 men elite squad in full steel with adamantine weapons and even matching res loincloths and capes. And than i had the captain of the guards squad. there were the least trained incredibly moronic group of solders ever to walk the earth, covered in battle scars from sparring and failed attacks on goblin thieves, those idiots will always have a place in my heart XD
« Last Edit: February 10, 2012, 02:24:30 am by darklord92 »
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DarthBoogalo

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Re: Classical Sergals Mod V0.7 - Nearly up to first release!
« Reply #31 on: February 10, 2012, 04:44:12 pm »

So I was thinkin'
Would adding other Vilous races be something you'd be okay with?
Like, Agudner would replace humans, using steel equipment, Nevreans would have castes for various mechanizations, like robot arms/legs made of iron, a breathing tube bodypart over the mouth(beak?) that act as lungs, some without pain receptors.. neat stuff like that.

Sergals could use an 'enemy' civ that they are often at war with, too, since they can take pretty much anything except other sergals with a zerg rush of every living sergal on-site in a flood of claws and teeth, in my experiences at least.
Unless you prefer this to stay sergal-only?
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darklord92

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Re: Classical Sergals Mod V0.7 - Nearly up to first release!
« Reply #32 on: February 10, 2012, 09:51:54 pm »

Actually why not? once we hit the new version i'll think about adding the Agudner. i'll still keep the stock races as humans are present in vilous as well.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #33 on: February 15, 2012, 01:54:31 am »

bump for version 1.0 changes in first post as always
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #34 on: February 18, 2012, 04:38:54 pm »

Seems like you can't immediately appoint a noble capable of performing executions, hm..
Unless I've missed something, it looks like only two nobles can perform them, you could let the captain do it, with a spear maybe! Or make an 'Executioner' noble that can be appointed by the captain, I'd prefer the captain doing it myself, though.
Your call!
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #35 on: February 18, 2012, 09:36:47 pm »

i didn't know this was a problem, i keep forgetting about the justice system. i play on "peaceful" so we need  a sort of sheriff/hammerer?
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #36 on: February 18, 2012, 09:45:27 pm »

A Sheriff that is that performs beatdowns(clawdowns D:) as well as designated possible-vampire executions would be a-okay with me! Especially if it is forced to wear a goofy cowboy hat.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #37 on: February 18, 2012, 09:46:54 pm »

the sherrif is the nobels name for the dwarfs :P it gets replaced by captain of the guard. still silly hats heheheheh...
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #38 on: February 18, 2012, 09:50:47 pm »

I went ahead and added REQUIRED_DUTY:EXECUTIONS or whatever it was to the captain for my own game, unless I'm mistaken, which I probably am, the captain gets upgraded to a noble that has the executions duty?
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #39 on: February 18, 2012, 09:56:22 pm »

yes i believe the next nobel up has execution, I can always just slip that fix in.
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #40 on: February 18, 2012, 10:09:43 pm »

Also, of note.. since northern sergals tend to default to miners due to their NATURAL_SKILL in mining, would it be a bad idea to just make them learn mining etc. really fast? It's just slightly unsettling for me to have every sergal in town by either farmers or miners, and it makes management of fortress mode sergals a bit confusing.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #41 on: February 18, 2012, 10:26:10 pm »

I think learning skills is hard coded. I based the skills mostly off the lore, if you were a northern you were either a soldier or you supplied the army.
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #42 on: February 18, 2012, 10:27:53 pm »

SKILL_LEARN_RATE:ratio - The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #43 on: February 18, 2012, 10:29:53 pm »

hmm alright, I'll check the wiki for more explanation on the tag  also any idea on the default percentage for this tag? i cant find the tag
« Last Edit: February 18, 2012, 10:36:46 pm by darklord92 »
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #44 on: February 18, 2012, 10:35:26 pm »

http://dwarffortresswiki.org/index.php/v0.31:Creature_token
It's on this page, but yeah, I suppose it does make since for them all to be farmers/miners and soldiers, eh?
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