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Author Topic: Noble fix (kinda)  (Read 10143 times)

blue sam3

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Noble fix (kinda)
« on: June 12, 2011, 01:06:06 pm »

I've (sort of) fixed nobles. What I've done:

  • Swapped [PET_EXOTIC] and [MOUNT_EXOTIC] for [PET] and [MOUNT], respectively (thanks to madk for the NoExotic utility - made this much easier) (only include creature_standard.txt and entity_default.txt if you don't want this change)
  • Added two new castes to the dwarf entity definition - NOBLE_MALE and NOBLE_FEMALE, which are less common than MALE and FEMALE, have FLEEQUICK and are required for all noble positions except for bookkeeper, broker, chief medical dwarf, manager, mayor, sheriff, militia captain and militia commander, for which (except for sheriff), it is forbidden
  • Made MONARCH position land holder 4 (yet to get a fortress big enough to test this, let me know if it has any problems)
  • Made generic "noble" position (suggest adding ALL noble class dwarves that don't have specific jobs to this group)

It seems to work, although I haven't tested the higher-requirement nobles yet.


As an aside, my very first noble (only got one on embark) produced this within a month of embark:

Mandates: Make adamantine items (1/1)


Damnit.

http://www.artificialgaming.net/files/noblemod2.zip

Drop the contents of the .zip into raw/objects.


EDIT: Either I'm really unlucky or I've screwed up the distribution of the castes - I'm getting significantly more than half of my dwarves being nobles. Can someone take a look at it and see if it's actually screwed up or if it's just me?
« Last Edit: July 23, 2011, 07:36:33 am by blue sam3 »
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Grimlocke

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Re: Noble fix (kinda)
« Reply #1 on: June 12, 2011, 04:24:54 pm »

Oh, the noble craeture class requirements work in fortress mode now? Last time I tried this was a fair number of versions back, when it only seemed to work during worldgen.

As for populations ratios, you set nobles to make up a third of the total population, which does seem a bit much.
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darkflagrance

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Re: Noble fix (kinda)
« Reply #2 on: June 13, 2011, 03:28:20 am »

I've even found that the caste requirements seem buggy in Legends mode, as the male Elven queens and princesses will attest to.
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Kipi

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Re: Noble fix (kinda)
« Reply #3 on: June 13, 2011, 09:16:37 am »

As far as I know the caste requirement is buggy.

IIRC it works only when the civilization is created, but after that the castes are not taken in account. I think partially the problem could be because the dwarves can and will marry from other castes, which especially in monarchy will confuse things, as well as the ability of giving birth to dwarves of other castes.
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blue sam3

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Re: Noble fix (kinda)
« Reply #4 on: June 13, 2011, 10:19:46 am »

Caste requirements don't seem to work, but having added a class to nobles and then requiring that class seems to. Or at least, it manages to exclude a lot of my dwarves. Not entirely sure if it's selecting based on nobility or not, but it does seem to be selecting somehow.


Thanks, Grimlocke, I failed at typing, fixed now.
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Schattensonner

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Re: Noble fix (kinda)
« Reply #5 on: June 13, 2011, 09:58:15 pm »

So far the selection by class seems to work fine in Fortressmode and is messed up in Legends for me.

For example the initial expedition Leader (if normally class-restricted) will be selected independent from creature_class, beside other elected Nobles,
but once you try to (r)eplace him only dwarves with the proper class show up in the list as intended.
It shows -something- like "Theres noone worthy enough for this position" if you dont have the proper caste available..

I never had a Heir (or whatever it is called) so I dont know if the restriction will be bypassed in this case
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Interus

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Re: Noble fix (kinda)
« Reply #6 on: June 14, 2011, 01:07:03 am »

I've even found that the caste requirements seem buggy in Legends mode, as the male Elven queens and princesses will attest to.

I personally like the idea that Queen refers to the position itself more than the gender of the person occupying it for elves.  It reminds me of a few books I read when I was like 12 with a similar premise.  Though it was more about dragons than elves.
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blue sam3

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Re: Noble fix (kinda)
« Reply #7 on: June 14, 2011, 10:25:04 am »

Version 2, now with philosophers (and a few other old nobles) added in, along with a (sort of) fix to the land-holder appointed nobles - there is now a new (identical) mayor position replacing the current one at 75, 100, 120 and 140 population that appoints the positions. It doesn't take the other requirements into account, but they should work, at least.
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Deon

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Re: Noble fix (kinda)
« Reply #8 on: June 14, 2011, 10:27:11 am »

Hey, class restrictions work? Awesome. Thanks for telling me, I've never used it since I thought that all restrictions for positions are not working. It opens a lot of possibilities.
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Captain Insano

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Re: Noble fix (kinda)
« Reply #9 on: July 22, 2011, 02:21:49 pm »

The link does not seem to be working...
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blue sam3

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Re: Noble fix (kinda)
« Reply #10 on: July 23, 2011, 07:35:41 am »

The link does not seem to be working...

Fixed.
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