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unfortunately (currently) the modding system do not support that. All I can assign is a responsibilities (and some of them are related to skills)
It looks like it is all the social skills or nothing when I try to see who fits a role. This works great if I have dwarf who I want to give a title, but this could be a great mod to see who is remarkable in some aspect! Who is my strongest dwarf? Who is my most best diplomat, philosopher, or scientist? This is the best mod on the workshop, but you might have an opportunity to make it game changing!
Check out the groupings on the "skill" page of the DF wiki for inspiration. I am excited to see what else you do!
I fixed some typos. Please point me to exact casesif I missed anything
I'm experiencing the nobles being elected over and over issue. It also overrides barony elevations.
Overall a very cool mod and excited to see continued development
But, i have the same issue about Captain and squads. After three squads I can't create more, although I appointed a new captain.
Specifically, I've always loved the idea of nobles, religious leaders, and political figures being able to influence the values and needs of dwarves in your fortress. For example a religious leader could declare family is sacred, which gives the need "be with family" to the members of their religion.
To build on this even further, if a lot of dwarves are upset, a noble could blame a rival to influence dwarves' opinions. If things are really dire, a military leader could attempt to usurp power from the fort's highest-ranking official through bloodshed.
The central objective of such a mod would be to give late-game fortresses some major characters to follow, whose actions can impact your fort in a larger way than "Noble Urist bans the trade of screws."
If you stumble upon the looping glitch of a specific dwarf constantly being elected over and over, here's how I fixed my situation:
- Reload a previous save.
- Manually assign the dwarf to at least one of the roles they were being elected to (if possible, if not, then Im afraid this solution might not work)
- Dwarf Fort should therefore already have the roles, making it so the auto-elect/assign won't infinitely loop.
"Sazir Fortresschuck, being the rightful heir, has inherited the position of guilds warden of The Ordered Ward."
"Sazir Fortresschuck, being the rightful heir, has inherited the position of alderwoman of The Ordered Ward."
Over & over.
Yes, I used it alongside your other mods:
- Clergy
- Emblems of Distinction
& of course this one, Nobility Expanded.
I also wanted to mention that I had the issue of Dwarves being elected over and over, forcing the game to pause-loop, reloading the save file fixed it in my case.
As for your knight solution, I dont think it'd influence the case, as I do not have any Knight assigned in my fort- - I added one now, and it still didn't fix the issue.
Is there a way to fix this without restarting the fort? I've grown very attached to mine!
Hope so, awesome mod nonetheless and adds a ton of more challenges/FUN to my runs!
To anyone who likes this mod but is having the same issue: when you first appoint your militia commander, immediately make as many squads as you think you will need for your fortress. You can leave them unfilled, just waiting for the population to grow enough to use them. This way you can keep the mod (which is awesome, otherwise).
The only thing that could relate to military was responsibility EQUIPMENT_MANIFESTS at the treasurer. I removed it.
There are only few elected (few alderman: hallspeaker brewspokesman, ombudsman; the guildsman and stonebeard - elder) ones the whole rest is appointment. But pioneers are also replaced by notable when the settlements grows so I think that is what you experience in that case.
I will create sum summary but right now I have few other thing ongoing. And unfortunately the steam description is already at it max
I discovered a workaround: if I create multiple squads when I first get the militia commander, I can leave them empty and fill them in as my population grows, thus eliminating the problem of not being able to create new squads after the treasurer appears. Still, if there is a way to fix the issue, I know it would be appreciated.
Sorry for the issue and thanks for sharing details,
How many citizens are in your fortress? Is it a mountain home (have a king/queen)?
is there a captain of the royal guard role available (and if it is - is it assigned)?
And in case it is related with the clergy mod - cardinal , grand master of the order , preceptor , prior , templar commander , bishop , auxiliary bishop , vicar general , dean , metropolitan , patriarch .
All above have something related to military - but the cardinal is one sharing RESPONSIBILITY:MILITARY_STRATEGY with the militia commander
Could you please also double check what mod version u have?
I dont think that ergonomic hotkeys does any changes that could impact this mode.
The mods that would be incompatible are thoes that cut and re-adds montain (dwarfs) entity (civilizations). You may try to set this mod to be at the end of list when configuring new world creation.
I also use some of your other mods. Do I have to pay attention to anything?
If anybody will encounter the problem when generating world in 1.13 please comment.
One thing I noted while it was occurring was that it seemed to be stuck in two distinct loops. In the first loop the first thing to occur would be that he was appointed golden beryl lord with the [okay] option, then he would inherit the position of steel knight with the [more] option, and then he would be appointed to several more positions, each with the [more] option. Upon hitting the last position's [more] option, it would switch to an alternate loop where he is first appointed to the position of black zircon lord (no mention of golden beryl lord is made in this loops) with the [okay] option. After that all events following it would be identical to the first loop, and upon reaching the end it would start over again with him becoming the beryl lord, and continue to switch between the two loops endlessly going forward.
TL;DR: No
Unfortunately mods need to be added to the game during world creation to do any affect (expect DF Hack scripts). Later other mods not initial game are ignored and only updates are taken into account. That is a reason behind: https://steamcommunity.com/sharedfiles/filedetails/?id=3155983736
Me, who likes giving out tiles: yeeees
This doesn't work with human fort mod either, unfortunate.