Yeah, they do change, and can change color as they level up. But I'm talking about
on Embark, before there are any fine distinctions in experience.
Are you positive about that?
Yeah. I was trying to figure out what,
exactly, triggers (or prevents) the cross-bow/leather armor addition for a dorf with the "Ambusher" skill. The bottom line is that they have to be labeled as a "Hunter" upon Embark.
(I'm listing the points added, not the total score - the patterns are easier to see that way imo.)
Wrestler/Armor/Shield appear non-conflicting, any level, all good. Same with Social skills, like Negotiator and JoI. (And I'd assume Swimmer.)
Weapons are good so long as they are not much higher. (haven't figured this one out yet.)
Building Designer is ok so long as it's not ~much~ larger. 1/1, 5/5, 1/2 are all good, but a 3/5 is not.
Any "civilian" skill is a dealbreaker. Ambush 5/Weapon 4/Clothier 1 - nope, he's a "tailor", or whatever.
Within the "Ranger" category, things get weird. Ambush 3/Trapper 5 is a "Hunter", but Ambush 2/Trapper 4 is a "Trapper".
So, this guy gets the armor/crossbow:Ambush 1/Axe 2/Armor 3/JoI 1/Appraise 1/Bldg Designer 2
But put one production skill in there, like Leatherworking or Herbalist or Woodcutter (any of which would be handy), and it's game over. (So currently I'm making this guy my "leader" type.)
Some (most) skills are clearly dealbreakers, any that are what could be called a "Trade/Craft/Art" skill. And I think I'm seeing that some are okay so long as they are "less than double", some are okay so long as they are not larger, and some are ignored. But others don't fit that. And exactly which, and what the hierarchy is, I got nuthin' yet.
"Yet" being the key word.
And some results are contradictory - not sure what to make of them, or even if I noted them correctly now that I am starting to see what's going on, so I need to go back and try some more variations, narrow in on the make/break points. With only 7 volunteers at a time, it's slow going.