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Author Topic: nameless immigrants  (Read 1105 times)

soul4hdwn

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nameless immigrants
« on: September 16, 2009, 08:05:50 pm »

are getting annoying. playing as modded/non-dwarf civ and any new immigrants lack names. everything else such as towns, biomes, founders, and civilizations, all have names. everythign works just fine though so it's minor but extremely annoying.

doubt it has anything to due with a missing lang tag as when there isn't one the custom civ's use random one by default if missing the tag.
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Taritus

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Re: nameless immigrants
« Reply #1 on: September 16, 2009, 08:23:29 pm »

Obviously they don't use random languages for everything.
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Footkerchief

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Re: nameless immigrants
« Reply #2 on: September 16, 2009, 08:51:10 pm »

Did you mess with the SELECT_SYMBOL tags?  I believe names are determined by SELECT_SYMBOL:REMAINING.
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soul4hdwn

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Re: nameless immigrants
« Reply #3 on: September 16, 2009, 09:30:13 pm »

Did you mess with the SELECT_SYMBOL tags?  I believe names are determined by SELECT_SYMBOL:REMAINING.

didn't touch the lang stuff, but i'll add a "remaining" to the civ(s) to see what happens
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Smew

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Re: nameless immigrants
« Reply #4 on: September 16, 2009, 11:23:08 pm »

No names? sounds like what happens when you remove CAN_SPEAK from a creature.

Funk

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Re: nameless immigrants
« Reply #5 on: September 18, 2009, 11:28:36 am »

No names? sounds like what happens when you remove CAN_SPEAK from a creature.
no it can happen when as civ has can speak.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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soul4hdwn

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Re: nameless immigrants
« Reply #6 on: September 18, 2009, 05:06:32 pm »

Did you mess with the SELECT_SYMBOL tags?  I believe names are determined by SELECT_SYMBOL:REMAINING.
didn't do anything, still have nameless immigrants, but literally everything else have names (still).

No names? sounds like what happens when you remove CAN_SPEAK from a creature.
all my civ's (and humanoid creatures) have [INTELLIGENT] which implies [CAN_SPEAK], [CAN_LEARN], and [CAN_CIV]
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Footkerchief

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Re: nameless immigrants
« Reply #7 on: September 18, 2009, 05:18:27 pm »

Why don't you cut the chase and post the raws.
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soul4hdwn

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Re: nameless immigrants
« Reply #8 on: September 18, 2009, 08:58:02 pm »

the two creatures that the problem exists:
Spoiler (click to show/hide)

the civ codes for them:
Spoiler (click to show/hide)
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Holy Mittens

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Re: nameless immigrants
« Reply #9 on: September 19, 2009, 01:01:05 am »

I'm guessing that, despite your assertion that they use a random language, it doesn't use it for everything. Try giving them [trANSLATION:LANGUAGE] tags and seeing what happens.