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Author Topic: Nobels, Popcap and the Init File  (Read 622 times)

Rhenaya

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Nobels, Popcap and the Init File
« on: November 15, 2008, 04:23:16 pm »

Its more or less a two part suggestion:

at first more options for the nobels

currently you can only turn of economics, thus it will only effect the tax collector noble

add a [NOBILITY:x] tag for the options
and therefore x can be "NO", "HAMMERER", "BARON", "COUNT", "DUKE" and "KING"
default will be the king, and this gives what nobles will show up, the higher ranks will involve the lower, a hammerer can be turned off, but a baron or higher demands him (to make sure his not made mandates get serious punisment)
also a a tag for [DUNGEONMASTER:YES] (and no ^^) and also the PHILOSOPHER
i am not sure if the economic:off will acutally turn the tax collector off

and for the second:
make this init to be saved in games, and can be changed ingame, with the popcap. so you can raise the pop limit to your needs, also for the nobles. so you can run multiple fortresses with individuell popcaps without changing init everytime (for example a huge city, a hermit and a lowpopulated outpostlike fort)

nobles which are turned off they wont show up, if they are already in the fortress, they all will act like a philosopher (does nothing, need nothing, mandate nothing... except some pricechanges and easy tasks like remove construction).
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G-Flex

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Re: Nobels, Popcap and the Init File
« Reply #1 on: November 15, 2008, 11:14:00 pm »

You'll probably be able to edit all this (or at least most of it) in the raws in the new version. Search the recent dev_now updates for "positions".
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Rhenaya

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Re: Nobels, Popcap and the Init File
« Reply #2 on: November 18, 2008, 08:05:39 pm »

see thats the whole point: i want to make it aviable for every single fortress AND ingame... not with notepad "outside" in the raws ;)
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Jay

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Re: Nobels, Popcap and the Init File
« Reply #3 on: November 18, 2008, 10:27:39 pm »

This thread deserves the Nobel prize!

Custom nobility is part of the next release from what I recall of Toady's previous dev_now entries.
And uh, modifying nobles ingame would make no sense.
They're supposed to be a higher power than you so-to-speak.
Being able to modify what they are would defeat the purpose.
And modifying the init options ingame, while it would be handy, most of the stuff would absolutely require a restart anyway, which would defeat the purpose.
The other stuff isn't worth such a massive coding project at this time.
Maybe during Presentation Arc (or its preliminaries)?
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Foa

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Re: Nobels, Popcap and the Init File
« Reply #4 on: November 18, 2008, 10:47:25 pm »

Its more or less a two part suggestion:

at first more options for the nobels

currently you can only turn of economics, thus it will only effect the tax collector noble

add a [NOBILITY:x] tag for the options
and therefore x can be "NO", "HAMMERER", "BARON", "COUNT", "DUKE" and "KING"
default will be the king, and this gives what nobles will show up, the higher ranks will involve the lower, a hammerer can be turned off, but a baron or higher demands him (to make sure his not made mandates get serious punisment)
also a a tag for [DUNGEONMASTER:YES] (and no ^^) and also the PHILOSOPHER
i am not sure if the economic:off will acutally turn the tax collector off

and for the second:
make this init to be saved in games, and can be changed ingame, with the popcap. so you can raise the pop limit to your needs, also for the nobles. so you can run multiple fortresses with individuell popcaps without changing init everytime (for example a huge city, a hermit and a lowpopulated outpostlike fort)

nobles which are turned off they wont show up, if they are already in the fortress, they all will act like a philosopher (does nothing, need nothing, mandate nothing... except some pricechanges and easy tasks like remove construction).
I seriously say you deserve a pet giant cave spider, wearing adamantine armor, and 5000 gold ☼.
« Last Edit: November 18, 2008, 10:51:36 pm by Foa »
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