Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [NATURAL_SKILL:DISCIPLINE:1]  (Read 1240 times)

rooth

  • Bay Watcher
    • View Profile
[NATURAL_SKILL:DISCIPLINE:1]
« on: August 21, 2014, 09:22:52 am »

should i put it in the entity or the creature files?
Logged

deepspaceprobe9

  • Bay Watcher
  • "Personal" Text
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #1 on: August 21, 2014, 09:37:24 am »

Creature
Logged
   (*) Stopped zombies from interrupting your sleep to ask if they can help you with something

Teldin

  • Bay Watcher
  • Canadian Bacon
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #2 on: August 21, 2014, 11:19:54 am »

Put it on all the creatures; but bear in mind a value of 1 is Dabbling which is not really enough for people to not wig out constantly. 2 or 3 is better, yet they do freak out occasionally still.
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #3 on: August 21, 2014, 11:26:27 am »

Put it on all the creatures; but bear in mind a value of 1 is Dabbling which is not really enough for people to not wig out constantly. 2 or 3 is better, yet they do freak out occasionally still.
This is, imo, closer to what should happen.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

rooth

  • Bay Watcher
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #4 on: August 21, 2014, 11:51:10 am »

so setting it locks it at 1, instead of giving them a minimum of 1? and can we edit after making a world?
Logged

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #5 on: August 21, 2014, 11:53:49 am »

so setting it locks it at 1, instead of giving them a minimum of 1? and can we edit after making a world?
No.  It gives every creature of that species a minimal skill.  The baby born will have that skill.  The old, limbless veteran will likely have a higher skill.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

YAHG

  • Bay Watcher
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #6 on: August 21, 2014, 01:54:42 pm »

Is it possible to put this into a regional interaction, like undead except its in all regions and adds it to all living creatures?

HelloLion

  • Bay Watcher
  • [ENTITY:FOOLISH]
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #7 on: August 22, 2014, 08:01:52 am »

On a related note, would creating a discipline workshop of some kind and giving all entities access to it cause them to be trained in discipline more?

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [NATURAL_SKILL:DISCIPLINE:1]
« Reply #8 on: August 22, 2014, 07:37:18 pm »

Is it possible to put this into a regional interaction, like undead except its in all regions and adds it to all living creatures?
No, interactions can't increase skills only skill rolls (and even then it must be for all skill rolls).

On a related note, would creating a discipline workshop of some kind and giving all entities access to it cause them to be trained in discipline more?
I don't know. In 34.11 definitely not but with the world re-write... no clue.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;