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Author Topic: Making Kobolds playable in Fortress mode  (Read 1054 times)

Teh Zip File

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Making Kobolds playable in Fortress mode
« on: May 16, 2008, 05:15:00 pm »

Alright, I know how to make things playable in fortress mode, add [CIV_CONTROLLABLE] to them in the entity_default...

But with kobolds this didn't work. So I added more stuff to them, more weapons, armor, set their digging item...

Still doesn't work.

And what I mean by doesn't work is that when I load up a generated world DF crashes. (And I took [CIV_CONTROLLABLE] away from dwarfs, if I leave it there I still can't play as kobolds)

Help?    :(

EDIT: And this is on a newly extracted version of DF.

[ May 16, 2008: Message edited by: Teh Zip File ]

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GreyMario

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Re: Making Kobolds playable in Fortress mode
« Reply #1 on: May 16, 2008, 06:06:00 pm »

Wait, isn't CIV_CONTROLLABLE only for adventure mode?

EDIT: Maybe not, but that is indeed odd.

[ May 16, 2008: Message edited by: GreyMario ]

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Erthok

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Re: Making Kobolds playable in Fortress mode
« Reply #2 on: May 16, 2008, 07:00:00 pm »

I was browsing some threads awhile ago and I seem to recall that one needs to change their default site, which is CAVE, to something else (like CAVE_DETAILED).
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Teh Zip File

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Re: Making Kobolds playable in Fortress mode
« Reply #3 on: May 16, 2008, 07:27:00 pm »

quote:
Originally posted by Erthok:
<STRONG>I was browsing some threads awhile ago and I seem to recall that one needs to change their default site, which is CAVE, to something else (like CAVE_DETAILED).</STRONG>


Awesome, I changed it to cave detailed and it works!

Thank you.   :)

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Lord_Frodo

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Re: Making Kobolds playable in Fortress mode
« Reply #4 on: May 16, 2008, 10:53:00 pm »

quite an amusing thing happened when I tried to get this to work.
When I tried to change the profession of a kobold He was considered a pet. As in he could be slaughtered, but not put to work. any idea what I did wrong? I added the [CARNIVORE] tag to them if that makes any difference.
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Teh Zip File

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Re: Making Kobolds playable in Fortress mode
« Reply #5 on: May 17, 2008, 12:52:00 am »

OK, I got another problem...

How do I make them playable in adventure mode?

I know, add [INDIV_CONTROLLABLE] to them, but that's just play now, I want it to be so you can actually choose where you start and your skills.

I added in [ADVENTURE_TIER:4], didn't work.

They're on the world map in fortress mode, so they do get generated.

EDIT: Hm, it seems all I needed to do is set their max pop/max site pop higher.

[ May 17, 2008: Message edited by: Teh Zip File ]

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Deto

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Re: Making Kobolds playable in Fortress mode
« Reply #6 on: May 20, 2008, 09:25:00 am »

You need to add [INTELLIGENT] to their creature_standard.txt raw to make them act as non-pet type  :)
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