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DF2014 Talk:Personality trait
As is to my current understanding, beliefs are tied to race, and are the same value at character creation (as in each dwarf has the same #), so I find the distribution shown questionable, I would love to see the source numbers if I could.
-Thistleknot
You might be confusing personality with ethics. Ethics (controlled in the entity raws) are always shown, thus each dwarf has the same number of beliefs. Personality (controlled in the creature raws) are not shown if the value is very moderate. No numbers yet.
-24.34.243.225 00:48, 22 May 2015 (UTC)
Traits and Social Skills
I've been doing a bit of experimentation with the creature_standard raw, making dwarf personality traits static (ie [PERSONALITY:DISCORD:76:76:76]) and seeing what the effects have been on the social skills dwarves could learn by socializing in Fortress Mode. I've had a fair amount of success (I think I've figured eight of the ten social skills) and am using trial and error to [hopefully] figure out the last two.
CRUELTY > 75 means a dwarf won't learn the consoler skill, HUMOR < 25 means he won't learn the comedian skill, DISCORD < 25 means he won't learn the intimidator skill, DISCORD > 75 means he won't learn the pacifier skill, GREGARIOUSNESS < 25 means he won't learn the conversationalist skill, ASSERTIVENESS < 25 means he won't learn the persuader skill -or- the intimidator skill (meaning intimidator requires a dwarf to be both somewhat assertive and not too harmonious), and FRIENDLINESS > 75 enables a dwarf to learn the flatterer skill, hence why it's fairly rare. Liar isn't actually learned contingent on a personality trait, but I think it's based on ethics and values. Most dwarves don't learn it (because of their [VALUE:TRUTH:30] entity token) unless they specifically "do not particularly value the truth."
I'll eventually get around to seeing whether judge of intent and negotiator are contingent on certain personality traits (it's getting to the point that I'm doubting that they are). If any of y'all feel like checking some of these values yourself, feel free. If you test the way I did, I might suggest quickly digging out a 4x4 room and designating it a tavern--they'll socialize a lot, and since it's small they won't spend time dancing instead of talking. Rhavviepoodle (talk) 00:24, 17 October 2016 (UTC)
- Thanks for your info. It was a very useful start for me to complete the tests for beliefs, except for something funny happening with Conversationalist. Results were first posted on Reddit and then (hopefully correctly) edited into the pages here o11c (talk) 03:32, 26 October 2020 (UTC)
Scribbling
Just a note that I may have goofed on the immortality desc - feel free to verify and revise, or even rewrite if need be. Silverwing235 (talk) 14:22, 5 January 2020 (UTC)
Violent dwarves starting brawls under the influence
Dwarves with VIOLENCE above 90 (that "are given to rough-and-tumble brawling, even to the point of starting fights for no reason ") will not actually start fights for no reason, but may be more likely to start brawling under the influence of alcohol at a Tavern.
Deity Link (talk) 01:23, 25 November 2020 (UTC)
trait scores should be valued inversely ?
I noticed that in Therapist some traits like '____ propensity' (anger, anxiety, etc ) has a note stating: 'this trait scores should be valued inversely!'. For example, According to therapist high ANXIETY_PROPENSITY score means calm demeanor while here it says its low one. Can anyone confirm which one is which? --Jan (talk) 23:33, 5 March 2022 (UTC)