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Author Topic: New race displays dwarf tile  (Read 730 times)

GRead

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New race displays dwarf tile
« on: April 04, 2008, 06:49:00 pm »

Title says it all; I'm working on a little mod project and the new race, which I had intended to show up as 'B's, shows up with the dwarf tile instead. After a bunch of work I've gotten them to gen up as an independently playable civilization and all their various traits come up fine, but the tile seems to default to the dwarf tile.
Here is their code:
code:
 
[CREATURE:BEASTMAN]
   [NAME:beastman:beastmen:beastman]
   [Tile:'B'][COLOR:0:0:1]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT][LIKES_FIGHTING][CANOPENDOORS]
   [PREFSTRING:belligerent nature]
   [BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:
        ORGANS:2HEAD_HORN:HUMANOID_JOINTS:THROAT:
        NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]
   [MAXAGE:100:125]
   [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTYPE:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]
   [CHILD:8][BABY:1]
   [SIZE:8]
   [DAMBLOCK:2]
   [EQUIPS]
   [FAT:3]
   [ALL_ACTIVE]
   [STANDARD_FLESH]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [HOMEOTHERM:10067]
   [CRAFTSMAN_NAME:craftsbeast:craftsbeasts]
   [FISHERMAN_NAME:fisherbeast:fisherbeasts]
   [HAMMERMAN_NAME:hammerbeast:hammerbeasts]
   [SPEARMAN_NAME:spearbeast:spearbeasts]
   [AXEMAN_NAME:axebeast:axebeasts]
   [SWORDSMAN_NAME:swordsbeast:swordsbeasts]
   [MACEMAN_NAME:macebeast:macebeasts]
   [PIKEMAN_NAME:pikebeast:pikebeasts]
   [BOWMAN_NAME:arrowbeast:arrowbeasts]
   [PERSONALITY:ANGER:10:60:100]
   [PERSONALITY:IMMODERATION:10:60:100]
   [PERSONALITY:EXCITEMENT_SEEKING:20:70:100]
   [PERSONALITY:ALTRUISM:0:50:80]
   [PERSONALITY:MODESTY:0:35:70]


Any reason they might be displaying weirdly? I know 'B' is a valid tile; beakdogs already use it, and I know multiple creatures can share tiles, Elves and Elephants are both Es. Is there something I'm missing?
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Jay

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Re: New race displays dwarf tile
« Reply #1 on: April 04, 2008, 08:13:00 pm »

If this is in fortress mode: I believe FM is hard-coded for YOUR units to always show up as the dwarf tile.
If this is in adventure mode: I can't see any possible reason for that to be happening, sorry.

See, it helps to clarify.

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Mishimanriz: Histories of Pegasi and Dictionaries

GRead

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Re: New race displays dwarf tile
« Reply #2 on: April 04, 2008, 08:37:00 pm »

the reason I did not clarify fortress vs. adventure is because they show up as dwarves in both.
also, I am fairly certain the dwarf tile isn't hardcoded into fortress mode; I've given humans the Civ_Controllable flag and they've shown up as U's in fortress mode when I played as them.

edit
found the problem!
Idiot me forget to capitalize the tile tag and it was defaulting to the dwarves.
Thanks for the help though, so far every hitch I've had in this mod has been one of these little syntax errors that my eyes glance right over while trying to figure out why tags that are otherwise right are failing, like wondering why I suddenly have elves, dwarves, and humans being replaced by cats, dogs, and horses and then finding an extra [ somewhere in the entities file that was causing some pretty random trippiness with the races.

[ April 04, 2008: Message edited by: GRead ]

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