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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80710 times)

darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #45 on: February 18, 2012, 10:38:13 pm »

actually if we find a nice equilibrium on what should be a quick skill VS natural skills we can make the mod sort of more exotic feeling while not limiting the player completely.
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #46 on: February 18, 2012, 10:58:35 pm »

Well,
With Natural Skill, they will always have at least whatever you've set the ratio to, anyone who doesn't have higher skills then their natural skill will end up whatever their highest natural skill is, in northern sergal cases, miners!
With learning rate, they will only learn skills faster, probably making them more likely to be miners/farmers, but not forcing it.
I haven't tested learning rate in such a way, though, nyeh.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #47 on: February 18, 2012, 11:16:52 pm »

alright. i think I've worked out the proper skills how do the percents work on the skill rate token? and what is the normal rate? 50, 100, etc
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #48 on: February 18, 2012, 11:24:29 pm »

I'm not really sure, honestly, but I have a modded kobold creature that has [SKILL_LEARN_RATE:SNEAK:500], a creature with skill_learn_rate for sneaking would get 1 point in ambush each step taken while sneaking, at 500, it grants the creature around 4 per a step.
I really don't know, honestly, and it's late, I shall continue discussing the fine culture surrounding clitoral hoods and fuzzy butts tomorrow.
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #49 on: February 18, 2012, 11:44:16 pm »

alright, edited the raws so you can see them I assumed 100 was natural skill rate

north:
Spoiler (click to show/hide)

south
Spoiler (click to show/hide)
« Last Edit: February 19, 2012, 12:57:18 pm by darklord92 »
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DarthBoogalo

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #50 on: February 19, 2012, 08:32:35 am »

[NATURAL_SKILL:SWORD:2]
[NATURAL_SKILL:PIKE:2]
[NATURAL_SKILL:AXE:2]
[NATURAL_SKILL:BOW:2]
[SKILL_LEARN_RATE:SMELT:150]
[SKILL_LEARN_RATE:EXTRACT_STRAND:110]
[SKILL_LEARN_RATE:FORGE_WEAPON:170]
[SKILL_LEARN_RATE:FORGE_ARMOR:200]
[SKILL_LEARN_RATE:MINING:160]
[SKILL_LEARN_RATE:SWORD:500]
[SKILL_LEARN_RATE:SWORD:500]
[SKILL_LEARN_RATE:SWORD:500]
[SKILL_LEARN_RATE:SWORD:500]
I don't think you need SWORD four times? In the northern creature file.
Duplicate swords aside, this works very well, in adv. mode I see MOSTLY farmers and soldiers in southern northern! settlements, with some stonecrafters, bowyers, etc.
Nice job!
« Last Edit: February 19, 2012, 10:20:07 am by DarthBoogalo »
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darklord92

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Re: Classical Sergals Mod V1.0 - 34.01 ready!
« Reply #51 on: February 19, 2012, 12:55:19 pm »

woops the duplicated swords was left overs >.<

updated the post above.
« Last Edit: February 19, 2012, 12:57:30 pm by darklord92 »
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darklord92

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Re: Classical Sergals Mod V1.1 - 34.02 ready!
« Reply #52 on: February 20, 2012, 02:51:36 am »

bumpity bump bump bump for 1.1

-1.1
=changed natural_skill into skill_rate so your no longer flooded wit miners and farmers but they learn how to do those skills faster instead.
=tweaked site populations
=naming of sites has been experimented with
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darklord92

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sorry for such a sudden update :(
I found a rather nasty bug. and i finally fixed site leaders, I've had to slap in some land holder nobles however. also a new language file just for sergals.

-1.2
=fixed a crash bug
=fixed site leaders
=introducing new Nobels, just as snitty and hard to please as the dwarf ones, just fuzzier.
=corrected land holder tags
=empresses and proper site leaders now show up in world gen
=completely new language file, now even more exotic!
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chronojiuj

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Could you tell me what the crash bug was? I'm trying to update but I can't seem to figure out why they crash during civ placement. :(
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darklord92

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It was a conflict issue. I had left in a copy of southern sergals in another file and it bugged them out. I'm not sure why yours are crashing? are you trying to mix our mods at the same time or is this on a vanilla installation? We already know our mods can't work together nicely without causeing the df universe to implode :P
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chronojiuj

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Lol nah I was trying mine seperate with vanilla installations. And I think I've found the problem; After replacing the sergal entity item tags with human items, the crashing stopped. Looks like I'll have to find the bad item(s).

Nevertheless thanks for responding, but duplicates weren't the problem I had. :P
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darklord92

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I think I'm having a similar issue to you with warplate as before with the southern sergals. they wont equip breast plates but they will equip warmail and all of the other pieces however. I think it may be an issue with the desert outfits having the [leather] tags and being classified as armor. 
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DarthBoogalo

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Food for thought,
It's probably quite a ways off, but Sergals lack a way to non-lethally beat another creature into submission/unconsiousness, meaning in future DF updates, Sergals would theroretically claw anyone they intend to just beat within an inch of their life in the name of Justice.
So, mayhaps they could have a re-skinned punch, printing as 'Sergal balls up their claw and punches x in the y', just so they have some means of administering beatings rather then clawings?
Also, headbutts, elbowing, backhanding, and kneeing, there is a mod I forget the name of that actually has all of those..
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darklord92

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Still testing if i can get warplate working on southerns. punches are now implemented.
it was also because the captain does not have [LAW_ENFORCEMENT] so instead he does liek the hammer and beats the ever loving crap out of them until they don't move anymore.... unlike the normal "suppressed" beatings.
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