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Author Topic: Essential modifications  (Read 1035 times)

Nogford

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Essential modifications
« on: August 15, 2010, 09:10:38 pm »

Before starting my next fort I want to do some modding. What would you consider some of the essential mods, tweaks and additions to the raws?

For example, I will be modding the nobles in this way:

* Rename: Chief Medical Dwarf to Chief Of Medicine.
* Rename: Arsenal Dwarf to Quartermaster.
* Change: Mayor no longer consoles or pacifies.
* New: Counselor; Consoler and Pacifier as skills, alleviates load off of Mayor.
* New: Dungeon Keeper (->lord->master) is now assignable as any noble.
« Last Edit: August 15, 2010, 09:16:52 pm by Nogford »
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Re: Essential modifications
« Reply #1 on: August 15, 2010, 09:16:32 pm »

Read through this yet?
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Nogford

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Re: Essential modifications
« Reply #2 on: August 15, 2010, 09:17:31 pm »

Yeah, but I was thinking on a smaller scale. Little tweaks and personally adjusted things.
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Re: Essential modifications
« Reply #3 on: August 15, 2010, 09:25:03 pm »

There's this discussion on self-sufficiency going on right now (well, it was). Evidently doing everything regarding it would be rather a big job, but making some simple changes will still make a difference.
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Deon

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Re: Essential modifications
« Reply #4 on: August 15, 2010, 11:24:10 pm »

Do you still have the arsenal dwarf?

And I think Dungeon Master is still broken, so just better replace all PET_EXOTIC with PET.
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keda

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Re: Essential modifications
« Reply #5 on: August 16, 2010, 12:13:23 am »

I tend to mod away all the aquifiers and make valuable ores scarce (they're way too common in 31)