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Editing User:Naros

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== My Embarks ==
+
== My Embark ==
 +
 
 +
 
 +
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler
 +
Axeman • Leader • Observer • Student • Teacher
  
 
{{Tile|Brown|6:0}}
 
{{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.
+
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.
 
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.
 
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.
 
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.
Line 11: Line 15:
  
  
=== Many 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
! Job Title
+
!style="border:1px #AAA solid;padding:0.2em;"| Skills
! Skills
+
!style="border:1px #AAA solid;padding:0.2em;"| Comments
! 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 ===
 
{| 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, 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 ===
 
{| class="wikitable sortable"
 
|-
 
! Job Title
 
! Skills
 
! Comments
 
 
|-
 
|-
| Foreman
+
|style="border:1px #AAA solid;padding:0.2em;"| 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
+
|style="border:1px #AAA solid;padding:0.2em;"| 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.
+
|style="border:1px #AAA solid;padding:0.2em;"| 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.
 
|-
 
|-
| Ranger
+
|style="border:1px #AAA solid;padding:0.2em;"| Doctor
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1  
+
|style="border:1px #AAA solid;padding:0.2em;"| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,<br /> Suturer 1, '''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.
+
|style="border:1px #AAA solid;padding:0.2em;"| Must like helping others.
 
|-
 
|-
| Miner 1
+
|style="border:1px #AAA solid;padding:0.2em;"| Mason
| '''Miner''' 5, Shield User 5
+
|style="border:1px #AAA solid;padding:0.2em;"| '''Mason''' 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;"| Carpenter
| '''Miner''' 5, Mechanic 5
+
|style="border:1px #AAA solid;padding:0.2em;"| '''Carpenter''' 5, Siege Engineer 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;"|
 
|-
 
|-
|  
+
|style="border:1px #AAA solid;padding:0.2em;"| Weaponchef
|  
+
|style="border:1px #AAA solid;padding:0.2em;"| Cook 5, '''Weaponsmith''' 5
|
+
|style="border:1px #AAA solid;padding:0.2em;"| Primarily occupied with making and hauling food. Main Weaponsmith when needed.
 
|-
 
|-
| Weaponchef
+
|style="border:1px #AAA solid;padding:0.2em;"| Armourbrewer
| Cook 5, '''Weaponsmith''' 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Brewer 5, '''Armoursmith''' 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;"| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.
 
|-
 
|-
| 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, '''Mechanic''' 5
| 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;"| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.
|}
 
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, '''Blacksmith''' 5
! Comments
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker
 
|-
 
|-
| 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, Animal Dissector
 
|-
 
|-
| 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.<br />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 4, Axedwarf 5, '''Weaponsmith''' 1
| Assign '''Miner'''
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.<br /> 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, Hammerdwarf 5
| Assign '''Miner'''
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign '''Miner''' and Stone Detailer.<br />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;"| Marksdwarf 5, Shield User 5
| This guy will be the military commander.
+
|style="border:1px #AAA solid;padding:0.2em;"| Assign '''Miner''' and Stone Detailer.<br />Future Soldier.
 
|-
 
|-
| Watchman
+
|style="border:1px #AAA solid;padding:0.2em;"| Trainer
| Observer 5, Wrestler 5
+
|style="border:1px #AAA solid;padding:0.2em;"| Teacher 5, Student 4, '''Weaponsmith''' 1
| 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.
 
|}
 
|}
 
 
 
 
Skills in '''bold''' are the moodable skill.
 
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 ==
 
== ASCII Art Reward ==

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