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Editing User:Naros

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== My Embarks ==
+
== My 16 Dwarf Embark ==
  
{{Tile|Brown|6:0}}
 
  
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.
+
Hmm. Can things like Kicker, Striker and Biter be taught on by Teachers?
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.
+
 
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the <s>cannonfodder</s> masses.
 
  
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.
+
Stuff to consider:
So preferably the soldiers should be male to keep the baby death-tole low.
+
Siege operator
 +
Archer • Armor user • Biter • Dodger • Fighter • Kicker • Shield user • Striker • Wrestler
 +
Axeman •  Crossbowman • Hammerman
 +
Leader • Observer • Student • Teacher
  
 +
{{Tile|Brown|6:0}}
  
=== Many Dwarf Embark ===
+
16 Dwarf start, 40 max pop.
{| class="wikitable sortable"
 
|-
 
! Job Title
 
! Skills
 
! Comments
 
|-
 
| Foreman
 
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,<br /> Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1
 
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.<br />In his spare time, he hopefully sits around and makes friends, and trains his social skills.
 
|-
 
| Doctor
 
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,<br /> Suturer 1, '''Weaponsmith''' 1
 
| Must like helping others.
 
|-
 
| Weaponchef
 
| Cook 5, '''Weaponsmith''' 5
 
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.<br />Primarily occupied with making and hauling food. Main Weaponsmith when needed.
 
|-
 
| Armourbrewer
 
| Brewer 5, '''Armoursmith''' 5
 
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.<br />Primarily occupied with making booze and hauling food. Main Armoursmith when needed.
 
|-
 
| Farmer 1
 
| Grower 5, '''Mechanic''' 5
 
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.<br /> For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.
 
|-
 
| Farmer 2
 
| Grower 5
 
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector
 
|-
 
| Ranger
 
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1
 
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.<br /> Outdoors dwarf, accompanied by War Animals.
 
|-
 
| Miner 1 / Crafter
 
| Marksdwarf 5, Shield User 5
 
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,<br /> (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.
 
|-
 
| Miner 2 / Carpenter
 
| Armour User 5, Hammerdwarf 5
 
| Assign '''Miner''', Stone Detailer & Carpenter, Tanning, Leatherworker.
 
|-
 
| Mason
 
| Mason 5, Dodger 5
 
|
 
|-
 
| Trainer 1
 
| Teacher 4, Leadership 5, '''Weaponsmith''' 1
 
| This guy will be the military commander.
 
|-
 
| Trainer 2
 
| Teacher 5, Student 4, '''Weaponsmith''' 1
 
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.
 
|-
 
| Watchman
 
| Observer 5, Wrestler 4, '''Weaponsmith''' 1
 
| First soldier
 
|}
 
  
=== Standard 7 dwarf embark ===
+
The top 12 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.
{| class="wikitable sortable"
+
The Ranger I try to keep safe, but he still wins the Most Likely To Die In An Ambush competition.
|-
+
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the <s>cannonfodder</s> masses.
! Job Title
 
! Skills
 
! Comments
 
|-
 
| Foreman
 
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,<br /> Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1
 
| Assign as Bookkeeper, Expedition Leader, Manager & Broker. A change from my usual Mechanic-Leader mix.<br />In his spare time, he hopefully sits around and makes friends, and trains his social skills.
 
|-
 
| Ranger
 
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1
 
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.<br /> Outdoors dwarf, accompanied by War Animals.
 
|-
 
| Miner 1
 
| '''Miner''' 5, Shield User 5
 
| Assign Stone Detailer. Future military dwarf.
 
|-
 
| Miner 2
 
| '''Miner''' 5, Marksdwarf 5
 
| Assign Stone Detailer. Future military dwarf.
 
|-
 
| Miner 3
 
| '''Miner''' 5, Armour User 5
 
| Assign Stone Detailer. Future military dwarf.
 
|-
 
| Weaponchef
 
| Cook 5, '''Weaponsmith''' 5
 
| Assign Furnace Operator, Woodburner as well as Butchering & Tanning to turn the wagon-pullers into useful resources. :P <br />Primarily occupied with making and hauling food. Main Weaponsmith when needed.
 
|-
 
| Armourbrewer
 
| Brewer 5, '''Armoursmith''' 5
 
| Assign Furnace Operator, Wood Burner & Carpenter. <br />Primarily occupied with making booze and hauling food. Main Armoursmith when needed.
 
|}
 
Notes:
 
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.
 
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.
 
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.
 
  
  
=== Low-pop 7 dwarf embark ===
+
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
{| class="wikitable sortable"
+
|- style="background:#F2F2F2;text-align:center;"
 +
!style="border:1px #AAA solid;padding:0.2em;"| Job Title
 +
!style="border:1px #AAA solid;padding:0.2em;"| Skills
 +
!style="border:1px #AAA solid;padding:0.2em;"| Comments
 
|-
 
|-
! Job Title
+
|style="border:1px #AAA solid;padding:0.2em;"| Foreman
! Skills
+
|style="border:1px #AAA solid;padding:0.2em;"| Mechanic 5, Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1
! Comments
+
|style="border:1px #AAA solid;padding:0.2em;"| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.
 
|-
 
|-
| Foreman
+
|style="border:1px #AAA solid;padding:0.2em;"| Clerk
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,<br /> Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Building Design 4, Wound Dresser 1 Diagnostician 1, Surgeon 1, Bone Doctor 1, Suturer 1, Weaponsmith 1
| Assign as Bookkeeper, Expedition Leader, Manager & Broker. A change from my usual Mechanic-Leader mix.<br />In his spare time, he hopefully sits around and makes friends, and trains his social skills.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign as Bookkeeper. Multifunctional egghead.
 
|-
 
|-
| Ranger
+
|style="border:1px #AAA solid;padding:0.2em;"| Mason
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Mason 5, Dodger 5
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.<br /> Outdoors dwarf, accompanied by War Animals.
+
|style="border:1px #AAA solid;padding:0.2em;"|
 
|-
 
|-
| Miner 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Carpenter
| '''Miner''' 5, Shield User 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Carpenter 5, Siege Engineer 5
| Assign Stone Detailer. Future military dwarf.
+
|style="border:1px #AAA solid;padding:0.2em;"|
 
|-
 
|-
| Miner 2
+
|style="border:1px #AAA solid;padding:0.2em;"| Weaponcook
| '''Miner''' 5, Mechanic 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Cook 5, Weaponsmith 5
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,<br /> Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.
+
|style="border:1px #AAA solid;padding:0.2em;"| Primarily occupied with making and hauling food. Main weaponsmith when needed.
 
|-
 
|-
|  
+
|style="border:1px #AAA solid;padding:0.2em;"| Armourbrewer
|  
+
|style="border:1px #AAA solid;padding:0.2em;"| Brewer 5, Armoursmith 5
|
+
|style="border:1px #AAA solid;padding:0.2em;"| Primarily occupied with making booze and hauling food. Main armoursmith when needed.
 
|-
 
|-
| Weaponchef
+
|style="border:1px #AAA solid;padding:0.2em;"| Blacksmith
| Cook 5, '''Weaponsmith''' 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Blacksmith 5, Armour User 5
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering & Tanning to turn the wagon-pullers into useful resources. :P <br />Primarily occupied with making and hauling food. Main Weaponsmith when needed.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker
 
|-
 
|-
| Armourbrewer
+
|style="border:1px #AAA solid;padding:0.2em;"| Farmer 1
| Brewer 5, '''Armoursmith''' 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Grower 5, Weaponsmith 1, Armour User 4
| Assign Furnace Operator, Wood Burner & Carpenter. <br />Primarily occupied with making booze and hauling food. Main Armoursmith when needed.
+
|style="border:1px #AAA solid;padding:0.2em;"|
|}
 
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.
 
 
 
 
 
=== New fort, new experiments ===
 
{| class="wikitable sortable"
 
 
|-
 
|-
! Job Title
+
|style="border:1px #AAA solid;padding:0.2em;"| Farmer 2
! Skills
+
|style="border:1px #AAA solid;padding:0.2em;"| Grower 5, Weaponsmith 1, Armour User 4
! Comments
+
|style="border:1px #AAA solid;padding:0.2em;"|
 
|-
 
|-
| Foreman
+
|style="border:1px #AAA solid;padding:0.2em;"| Butcher
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,<br /> Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Butchering 3, Tanning 2, Leatherworker 5
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.<br />In his spare time, he hopefully sits around and makes friends, and trains his social skills.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker
 
|-
 
|-
| Doctor
+
|style="border:1px #AAA solid;padding:0.2em;"| Crafter
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,<br /> Suturer 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Stone Crafting 5, Metal Crafter 5
| Must like helping others.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Soaper, Wood Crafter, Bone Crafter, Bowyer, Gem Setter, Gem Cutter, Glassmaker
 
|-
 
|-
| Miner 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Clothier
| Marksdwarf 5, Shield User 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Clothier 5, Dyer 5
| Assign '''Miner'''
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Weaver. He's a hauler whenever he's not working, which is often.
 
|-
 
|-
| Miner 2
+
|style="border:1px #AAA solid;padding:0.2em;"| Ranger
| Armour User 5, Hammerdwarf 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Dodger 5, Axedwarf 4, Weaponsmith 1
| Assign '''Miner'''
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Animal Trainer, Animal Caretaker, Animal Disector, Herbalist, Trapper, Wood Cutter, Fisherdwarf. Outdoors dwarf, accompanied by War Animals.
 
|-
 
|-
| Miner 3
+
|style="border:1px #AAA solid;padding:0.2em;"| Miner 1
| Dodger 5, Axedwarf 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Armour User 5, Shield User 5
| Assign '''Miner'''
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Miner and Stone Detailer. Future Soldier.
 
|-
 
|-
| Trainer
+
|style="border:1px #AAA solid;padding:0.2em;"| Miner 2
| Teacher 5, Leadership 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Armour User 5, Shield User 5
| This guy will be the military commander.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Miner and Stone Detailer. Future Soldier.
 
|-
 
|-
| Watchman
+
|style="border:1px #AAA solid;padding:0.2em;"| Trainer
| Observer 5, Wrestler 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Student 5, Teacher 5.
| First soldier
+
|style="border:1px #AAA solid;padding:0.2em;"| Not sure if giving him any Leadership skill would be better. This guy will be the military commander.<br /> Have him make the initial picks and axe for moods.
 
|}
 
|}
 
 
 
Skills in '''bold''' are the moodable skill.
 
 
== DFusion scrips ==
 
 
=== "Combat Ready" ===
 
 
This script removes below-average stats from your dwarves.
 
 
It is intended for use on the starter 7, if you wish to do a low population fort.
 
Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.
 
 
It is intentionally simple, and has an easy to read and edit list of if-then statements so it is easy to edit even for those who are not scripters.
 
 
To get it to work, copy this to your <code>\dfusion\tools\init.lua</code> file
 
 
----
 
<code>
 
-- This script will elevate all the physical attributes of a unit<br />
 
-- to the average value of that attribute<br />
 
-- usage is:  target a unit in DF, and execute this script in dfhack<br />
 
-- You will have to change the numbers below, as my dwarves are slightly dwarfier<br />
 
-- by Naros, based on a script by vjek<br />
 
-- Praise Armok!<br />
 
<br />
 
function tools.combat_ready()<br />
 
unit=dfhack.gui.getSelectedUnit()<br />
 
if unit==nil then<br />
 
print ("No unit under cursor!  Abort! Abort! Abort!")<br />
 
return<br />
 
end<br />
 
<br />
 
if unit.body.physical_attrs.STRENGTH.value <= 1500 then<br />
 
unit.body.physical_attrs.STRENGTH.value=1500<br />
 
end<br />
 
if unit.body.physical_attrs.AGILITY.value <= 900 then<br />
 
unit.body.physical_attrs.AGILITY.value=900<br />
 
end<br />
 
if unit.body.physical_attrs.TOUGHNESS.value <= 1500 then<br />
 
unit.body.physical_attrs.TOUGHNESS.value=1500<br />
 
end<br />
 
if unit.body.physical_attrs.ENDURANCE.value <= 1500 then<br />
 
unit.body.physical_attrs.ENDURANCE.value=1500<br />
 
end<br />
 
if unit.body.physical_attrs.RECUPERATION.value <= 1250 then<br />
 
unit.body.physical_attrs.RECUPERATION.value=1250<br />
 
end<br />
 
if unit.body.physical_attrs.DISEASE_RESISTANCE.value <= 1250 then<br />
 
unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.FOCUS.value <= 1500 then<br />
 
unit.status.current_soul.mental_attrs.FOCUS.value=1500<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.WILLPOWER.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.WILLPOWER.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.CREATIVITY.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.CREATIVITY.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.INTUITION.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.INTUITION.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.PATIENCE.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.PATIENCE.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.MEMORY.value <= 1500 then<br />
 
unit.status.current_soul.mental_attrs.MEMORY.value=1500<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value <= 1400 then<br />
 
unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value=1400<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.MUSICALITY.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.MUSICALITY.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.EMPATHY.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.EMPATHY.value=1250<br />
 
end<br />
 
if unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value <= 1250 then<br />
 
unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value=1250<br />
 
end<br />
 
if unit.status.current_soul.traits.ANXIETY >= 50 then<br />
 
unit.status.current_soul.traits.ANXIETY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ANGER <= 50 then<br />
 
unit.status.current_soul.traits.ANGER = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.DEPRESSION >= 50 then<br />
 
unit.status.current_soul.traits.DEPRESSION = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.SELF_CONSCIOUSNESS >= 50 then<br />
 
unit.status.current_soul.traits.SELF_CONSCIOUSNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.IMMODERATION >= 55 then<br />
 
unit.status.current_soul.traits.IMMODERATION = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.VULNERABILITY >= 45 then<br />
 
unit.status.current_soul.traits.VULNERABILITY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.FRIENDLINESS <= 50 then<br />
 
unit.status.current_soul.traits.FRIENDLINESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.GREGARIOUSNESS <= 50 then<br />
 
unit.status.current_soul.traits.GREGARIOUSNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ASSERTIVENESS <= 70 then<br />
 
unit.status.current_soul.traits.ASSERTIVENESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ACTIVITY_LEVEL <= 60 then<br />
 
unit.status.current_soul.traits.ACTIVITY_LEVEL = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.EXCITEMENT_SEEKING <= 50 then<br />
 
unit.status.current_soul.traits.EXCITEMENT_SEEKING = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.CHEERFULNESS <= 50 then<br />
 
unit.status.current_soul.traits.CHEERFULNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.IMAGINATION <= 50 then<br />
 
unit.status.current_soul.traits.IMAGINATION = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ARTISTIC_INTEREST <= 50 then<br />
 
unit.status.current_soul.traits.ARTISTIC_INTEREST = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.EMOTIONALITY <= 50 then<br />
 
unit.status.current_soul.traits.EMOTIONALITY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ADVENTUROUSNESS <= 50 then<br />
 
unit.status.current_soul.traits.ADVENTUROUSNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY <= 50 then<br />
 
unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.LIBERALISM >= 50 then<br />
 
unit.status.current_soul.traits.LIBERALISM = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.TRUST <= 50 then<br />
 
unit.status.current_soul.traits.TRUST = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.STRAIGHTFORWARDNESS ~= 50 then<br />
 
unit.status.current_soul.traits.STRAIGHTFORWARDNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ALTRUISM <= 65 then<br />
 
unit.status.current_soul.traits.ALTRUISM = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.COOPERATION ~= 50 then<br />
 
unit.status.current_soul.traits.COOPERATION = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.MODESTY ~= 50 then<br />
 
unit.status.current_soul.traits.MODESTY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.SYMPATHY <= 50 then<br />
 
unit.status.current_soul.traits.SYMPATHY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.SELF_EFFICACY <= 50 then<br />
 
unit.status.current_soul.traits.SELF_EFFICACY = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ORDERLINESS <= 60 then<br />
 
unit.status.current_soul.traits.ORDERLINESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.DUTIFULNESS <= 60 then<br />
 
unit.status.current_soul.traits.DUTIFULNESS = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.ACHIEVEMENT_STRIVING <= 50 then<br />
 
unit.status.current_soul.traits.ACHIEVEMENT_STRIVING = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.SELF_DISCIPLINE <= 50 then<br />
 
unit.status.current_soul.traits.SELF_DISCIPLINE = 50<br />
 
end<br />
 
if unit.status.current_soul.traits.CAUTIOUSNESS <= 50 then<br />
 
unit.status.current_soul.traits.CAUTIOUSNESS = 50<br />
 
end<br />
 
end<br />
 
<br />
 
tools.menu:add("Combat Ready",tools.combat_ready)<br />
 
</code>
 
----
 
 
== How do I stop myself from just cheating my way to legendary skills and the like? ==
 
I thought perhaps someone out there might find this of use.
 
 
I'm pretty much a perfectionist when it comes to DF, and as the above script shows, I'm not above making it so I have at least average dwarves. Likewise I enjoy transforming the layers I build my fort in to Obsidian.
 
 
I keep myself from going overboard by only removing things, or replacing them with equal value. Preferably the former. For example, making all immigrants have 0 skills when they arrive is okay, but I'll not add a single XP worth of skill to any dwarf.
 
 
== ASCII Art Reward ==
 
 
,.sssssUss,.,.
 
 
Stoats swarmed around the knight's legs.  His journey was almost
 
complete.  On the other side of the marsh lay the walled city of
 
Blandork.  It was there they held his sister.  She was to be married
 
to the sissy Rickbald, third son of the king.  The knight gripped the
 
hilt of his sword.  He would not let his blood be mixed with that of a
 
Blandork.
 
 
"Sir William," said one of the stoats, "we must hurry, lest we miss
 
the wedding."
 
 
Once at the gate, William found it barred.  A guard approached him and
 
was dispatched with a swift kick to the lower body.  The knight shoved
 
the door, but it was locked.  He looked through the keyhole to see
 
gaudily dressed men and women rushing about in preparation for the
 
marriage ceremony.  William picked up one of the stoats.
 
 
"You must find me the key," said William.  "Quickly now."
 
 
 
Thanks again,
 
Tarn and Zach
 

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