Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modifiying Skills  (Read 510 times)

whitecold

  • Bay Watcher
    • View Profile
Modifiying Skills
« on: March 20, 2012, 04:13:01 pm »

Well, i do have loads of useless fisherdwarves, glazers and pressers. Is there some way of turning them into the worthless peasants they really are?
I was thinking of some reaction producing a syndrome. Is there some tag that removes skills, modifies decay rates or similar?
Logged

Radiant_Phoenix

  • Bay Watcher
  • [CREATURE_CLASS:MODDER]
    • View Profile
Re: Modifiying Skills
« Reply #1 on: March 22, 2012, 10:04:59 pm »

You could make castes with really fast [SKILL_RUST_RATE:skill:#:#:#] tokens (# should be small; 0 if it's valid, 1 otherwise), and use [CE_BODY_TRANSFORMATION:START:#:END:#] to turn the victim into that caste temporarily.

Alternatively, if you aren't interested in ever getting anyone with those skills, you could remove [PERMITTED_JOB:*] for those jobs from your entity before worldgen -- just don't remove all permitted jobs in a category, or you won't be able to enable them even if you want to.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Modifiying Skills
« Reply #2 on: March 23, 2012, 01:57:58 am »

Actually there's a benefit to those near pointless profession: If you want to/can afford to, you can give soldiers time off without the heavy blow to happiness from being relieved of duty.