Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Making humans playable mod  (Read 5437 times)

jalexander

  • Escaped Lunatic
    • View Profile
Making humans playable mod
« on: October 01, 2010, 03:02:10 pm »

Hi,

So I'm sorry if this has been addressed in the forum before, but I'm trying to make myself a playable human for fortress mode.

What I've identified so far as things I think need to /should be changed.

I need to add professions to the humans, I can steal most of them from dwarves, maybe with some alterations.  These I Can do myself but would take suggestions.

Corkscrew, how do i make this possible?

Clay - I've read the discussion on making this like rock, but I was thinking of making it like glass instead.  Any suggestions?

would it be possible to alter a dwarven tool (perhaps something that does perpetual motion via manga) to a windmill style device?  If so any ideas on how?

Lastly if there are mods that do this for me I'd be happy to play those, with one caveat. . I play the Mac OSX version.

Thanks!
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Making humans playable mod
« Reply #1 on: October 01, 2010, 05:15:05 pm »


Quote from: Deon
A small mod made by request.

Humans are the playable nation. They get dwarven nobles (properly renamed), missing reactions and trap components.
They have toy puzzleboxes, boats, wagons and dolls.

Clay is no longer a soil. Different types of clay are gone, clay now is a stone (very common in soil), each lump of clay can be turned into 5 brick blocks in a Kiln (requires fuel).

Done.

Quote
would it be possible to alter a dwarven tool (perhaps something that does perpetual motion via manga) to a windmill style device?
What? There're windmills in DF.
« Last Edit: October 01, 2010, 05:28:37 pm by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

jalexander

  • Escaped Lunatic
    • View Profile
Re: Making humans playable mod
« Reply #2 on: October 01, 2010, 05:25:23 pm »

You're awesome!!!!!
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Making humans playable mod
« Reply #3 on: October 01, 2010, 05:27:58 pm »

Glad to be of service :P.

So what was your problem with windmills?

I may expand this mod later if I have an urge to do so. I already added toys because I felt it needs some love :P.
Note that it doesn't change any creature names or something, so you can use it with any existing graphics pack.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Making humans playable mod
« Reply #4 on: October 01, 2010, 08:01:21 pm »

What version will that mod work for?

Uh, is it intended for humans to be able to make and work steel, but not iron o.O
« Last Edit: October 01, 2010, 09:00:49 pm by Xenos »
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Making humans playable mod
« Reply #5 on: October 02, 2010, 09:50:25 am »

Uhm, ok. I agree, you should add METAL_PREF, STONE_PREF and GEM_PREF to humans.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Making humans playable mod
« Reply #6 on: October 02, 2010, 01:12:57 pm »

Yeah, being unable to import stone is annoying...it made my fortress highly dependent on wood.  I am loving the clay though. :D  Do you think you could add different colors of clay that would come in varying qualities?  Keep the current red brick clay as the most common, but add in a fine clay for pottery making (makes "Large Jugs" which could be used for brewing, probably other things but you get the idea.  Only produces ~2-3 lumps per ore and would occur in small clusters rather than veins.  Or maybe change regular clay to large clusters and fine clay as a vein within those clusters.)  and a porcelain for decorative/more valuable use.  (occurs as small clusters or single stones within the other clays)
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Making humans playable mod
« Reply #7 on: October 02, 2010, 01:43:58 pm »

There's already kaolinite, which is the main component of porecelain. Actually it's a nice idea.
I could make a "ceramics workshop" which takes fuel and kaolinite and makes porcelain toys.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Xenxe

  • Bay Watcher
    • View Profile
Re: Making humans playable mod
« Reply #8 on: October 03, 2010, 01:17:01 am »

ooh maybe porcelain pots that work like bins?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Making humans playable mod
« Reply #9 on: October 03, 2010, 08:04:56 am »

You can only make bins as bins. Some item types are hardcoded. Porcelain bins? Whatever :P. Porcelain barrels make more sense though.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Birdy

  • Bay Watcher
    • View Profile
Re: Making humans playable mod
« Reply #10 on: October 09, 2010, 08:16:20 am »

I've made my own human mod with elements of deons clay, and the trainable weapon skills/obstacle course/Anatomical theater, and my own workshop that chisels rock into blocks, and wood into planks. (I know what you're thinking: "isn't there already the mason/carpenters shop for that?" but I made it so you can make 5-10 blocks out of 1 stone/log, that way you don't have these HUGE mine shafts that your humans run down into constantly.)

honestly I've been playing like this for quite some time, I started to play humans in 40d, never really looked back, I like making castles better than I do forts.

I could post the RAWs if you want.
Logged

Davichococat

  • Bay Watcher
    • View Profile
Re: Making humans playable mod
« Reply #11 on: October 09, 2010, 11:29:03 am »


Quote from: Deon
A small mod made by request.

Humans are the playable nation. They get dwarven nobles (properly renamed), missing reactions and trap components.
They have toy puzzleboxes, boats, wagons and dolls.

Clay is no longer a soil. Different types of clay are gone, clay now is a stone (very common in soil), each lump of clay can be turned into 5 brick blocks in a Kiln (requires fuel).

Done.

Quote
would it be possible to alter a dwarven tool (perhaps something that does perpetual motion via manga) to a windmill style device?
What? There're windmills in DF.
You can have my 3 cats, my little kitten, my cow, my steel battle axe, my bismuth pick and my 100 steel bolts. You are The Sir.
Logged

electromagneticpulse

  • Bay Watcher
    • View Profile
Re: Making humans playable mod
« Reply #12 on: October 09, 2010, 12:27:22 pm »

I've made my own human mod with elements of deons clay, and the trainable weapon skills/obstacle course/Anatomical theater, and my own workshop that chisels rock into blocks, and wood into planks. (I know what you're thinking: "isn't there already the mason/carpenters shop for that?" but I made it so you can make 5-10 blocks out of 1 stone/log, that way you don't have these HUGE mine shafts that your humans run down into constantly.)

honestly I've been playing like this for quite some time, I started to play humans in 40d, never really looked back, I like making castles better than I do forts.

I could post the RAWs if you want.

I'd like the RAWs. I keep trying to build castles, but you're rapidly constrained when you've cut down every tree on the map and don't have much more than a 2 story keep and no wood supply to run my workshops. I mean a wooden fort with wooden swords to defend it?
Logged

magistrate101

  • Bay Watcher
  • That one kid.
    • View Profile
Re: Making humans playable mod
« Reply #13 on: October 09, 2010, 04:16:10 pm »

I've made my own human mod with elements of deons clay, and the trainable weapon skills/obstacle course/Anatomical theater, and my own workshop that chisels rock into blocks, and wood into planks. (I know what you're thinking: "isn't there already the mason/carpenters shop for that?" but I made it so you can make 5-10 blocks out of 1 stone/log, that way you don't have these HUGE mine shafts that your humans run down into constantly.)

honestly I've been playing like this for quite some time, I started to play humans in 40d, never really looked back, I like making castles better than I do forts.

I could post the RAWs if you want.

I'd like the RAWs. I keep trying to build castles, but you're rapidly constrained when you've cut down every tree on the map and don't have much more than a 2 story keep and no wood supply to run my workshops. I mean a wooden fort with wooden swords to defend it?

Sounds like the elves will have a nice raid... anyways, i believe you would need to add custom reactions like "create wood" :L i remember finding them somewhere on the wiki :L

Birdy

  • Bay Watcher
    • View Profile
Re: Making humans playable mod
« Reply #14 on: October 11, 2010, 11:22:02 am »

I've made my own human mod with elements of deons clay, and the trainable weapon skills/obstacle course/Anatomical theater, and my own workshop that chisels rock into blocks, and wood into planks. (I know what you're thinking: "isn't there already the mason/carpenters shop for that?" but I made it so you can make 5-10 blocks out of 1 stone/log, that way you don't have these HUGE mine shafts that your humans run down into constantly.)

honestly I've been playing like this for quite some time, I started to play humans in 40d, never really looked back, I like making castles better than I do forts.

I could post the RAWs if you want.

I'd like the RAWs. I keep trying to build castles, but you're rapidly constrained when you've cut down every tree on the map and don't have much more than a 2 story keep and no wood supply to run my workshops. I mean a wooden fort with wooden swords to defend it?

Okie dokie, Put this code into your "building_custom.txt" for the chiseling station, Sawmill you'll have to grab at this link: http://www.bay12forums.com/smf/index.php?topic=65844.msg1556971#msg1556971

Code: [Select]
[BUILDING_WORKSHOP:CHISELER]
[NAME:Chiseling station]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_H]
[WORK_LOCATION:2:2]
[DIM:3:3]
[TILE:0:1:222:43:221]
[TILE:0:2:40:208:32]
[TILE:0:3:243:32:47]
[COLOR:0:1:7:0:0:7:0:0:7:0:0]
[COLOR:0:2:7:0:0:7:0:0:0:0:0]
[COLOR:0:3:7:0:0:0:0:0:7:0:0]
[TILE:1:1:221:88:222]
[TILE:1:2:32:208:32]
[TILE:1:3:244:32:93]
[COLOR:1:1:7:0:0:7:0:0:7:0:0]
[COLOR:1:2:0:0:0:7:0:0:0:0:0]
[COLOR:1:3:7:0:0:0:0:0:7:0:0]
[TILE:2:1:213:8:188]
[TILE:2:2:7:208:177]
[TILE:2:3:178:32:239]
[COLOR:2:1:7:0:0:7:0:0:7:0:0]
[COLOR:2:2:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:7:0:0:0:0:0:7:0:0]
[TILE:3:1:201:8:187]
[TILE:3:2:7:210:254]
[TILE:3:3:178:61:176]
[COLOR:3:1:7:0:0:7:0:0:7:0:0]
[COLOR:3:2:7:0:0:7:0:0:7:0:0]
[COLOR:3:3:7:0:0:7:0:0:7:0:0]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

(I also have the training dummies, Display case, Bonfire, obstacle course, and the anatomical theater but you'll have to look for them yourself. I don't wanna get into trouble if I post them, so I'll just post what I did myself, and the links for the other mods I can't post.)

and for Clay/Brick put this into Inorganic_stone_soil.txt:
Code: [Select]
[INORGANIC:CLAY]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:clay][DISPLAY_COLOR:4:6:1][TILE:178]
[ENVIRONMENT:SOIL:VEIN:80][IS_STONE]
[SOLID_DENSITY:2400]

[INORGANIC:BRICK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:brick][DISPLAY_COLOR:4:6:1][TILE:178]
[IS_STONE]
[SOLID_DENSITY:3600]

now for the reactions put these into reaction_other.txt:
Code: [Select]
[REACTION:WOOD_PLANKS]
[NAME:cut logs into planks]
[BUILDING:SAWMILL:CUSTOM_P]
[REAGENT:A:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:20:6:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:60:5:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]

[REACTION:MECH_WOOD]
[NAME:make wooden mechanism]
[REAGENT:A:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:2:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[BUILDING:SAWMILL:CUSTOM_M]
[SKILL:MECHANICS]

[REACTION:MAKE_BRICKS]
[NAME:make clay bricks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:CLAY]
[PRODUCT:100:10:BLOCKS:NONE:INORGANIC:BRICK]
[FUEL]
[SKILL:SMELT]


[REACTION:CHISEL_BLOCKS]
[NAME:chisel stone bricks]
[BUILDING:CHISELER:CUSTOM_B]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:60:8:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[PRODUCT:20:10:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[PRODUCT:20:6:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:MASONRY]

the mechanisms from wood is from the sawmill mod, all credit goes to him for that, all I did was change the "Make wood planks" action, and made it so you get blocks rather than logs. (So as to not have an infinite supply of wood.)

The Bricks were done by Deon, all credit goes to him, same as clay.  I only made from scratch the "Chisel blocks" action.

this goes to your Entity_default, under The human civilization:

Code: [Select]
   [PERMITTED_BUILDING:CHISELER]
[PERMITTED_REACTION:CHISEL_BLOCKS]
[PERMITTED_BUILDING:SAWMILL]
[PERMITTED_REACTION:MECH_WOOD]
[PERMITTED_REACTION:WOOD_PLANKS]
[PERMITTED_REACTION:MAKE_BRICKS]

these are just a few I have in my entity_default, but I don't wanna churn up any anger towards me for posting someone else work.

Also You might wanna add this to replace the very bottom of the humans in "entity_default.txt":

Code: [Select]
[POSITION:MONARCH]
[NAME_MALE:king:kings]
[NAME_FEMALE:queen:queens]
[NUMBER:1]
[SPOUSE_MALE:king consort:kings consort]
[SPOUSE_FEMALE:queen consort:queens consort]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:lieutenant:lieutenants]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:sheriff:sheriffs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:captain of the guard:captains of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:fortress guard:fortress guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical doctor:chief medical doctors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_CABINETS:4]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DUKE]
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[POSITION:COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[POSITION:BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:TAX_COLLECTOR]
[NAME:tax collector:tax collectors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:COLLECT_TAXES]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:140]
[DO_NOT_CULL]
[COLOR:6:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[SQUAD:10:royal guard:royal guards]
*** needs hammer item/skill here
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:250]
[POSITION:DUNGEON_MASTER]
[NAME:stables master:stables masters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TAME_EXOTICS]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:90]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:250]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]

I think that should do it, and for the links to the other mods I'm using:

http://www.bay12forums.com/smf/index.php?topic=57243.msg1249306#msg1249306
http://www.bay12forums.com/smf/index.php?topic=58806.0
http://www.bay12forums.com/smf/index.php?topic=53373.0
http://www.bay12forums.com/smf/index.php?topic=53095.msg1138399#msg1138399

Sorry for the long wait, I wasn't at home.

and sorry for bumping.
Logged