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Author Topic: Trying to make playable skeletons?  (Read 2046 times)

alphawolf29

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Re: Trying to make playable skeletons?
« Reply #15 on: January 13, 2010, 09:29:05 pm »

Did so. No effect. I dont see what the problem could be.
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Hugo_The_Dwarf

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Re: Trying to make playable skeletons?
« Reply #16 on: January 14, 2010, 09:49:36 pm »

Your entity file looks ok, have you tried removing all non-civ tags? like [BIOME:(so and such)] from the creature? I'm going to copy your code and run some tests... I'll get back to you
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alphawolf29

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Re: Trying to make playable skeletons?
« Reply #17 on: January 15, 2010, 03:31:51 am »

Thanks, that would be much appreciated.
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Keilden

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Re: Trying to make playable skeletons?
« Reply #18 on: January 15, 2010, 05:53:35 am »

Can it be the [FANCIFUL] Tag?
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alphawolf29

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Re: Trying to make playable skeletons?
« Reply #19 on: January 15, 2010, 05:58:58 am »

Can it be the [FANCIFUL] Tag?

Nope removed that awhile ago when removing redundant/ non functional tags
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Hugo_The_Dwarf

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Re: Trying to make playable skeletons?
« Reply #20 on: January 15, 2010, 09:38:12 pm »

Hey finally got your mod problem fixed (played in adventure mode and there was seveal skeleton civs :D) Idk what the problem was really, but I did remove alot of tags from the entity and creature files (the entity I didn't need to remove all the clothing oops.. you could add them back in)
here is the complete contents of your civ (creature and entity)
Spoiler (click to show/hide)
I'd suggest making a new .txt doc for the creature and entity file and copy paste into them (creature_skeleton.txt and entity_skeleton.txt but thats just my opion) hopefully this works for you
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alphawolf29

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Re: Trying to make playable skeletons?
« Reply #21 on: January 15, 2010, 10:16:30 pm »

Still arent working at all :( *tear*

Dont worry about it though.
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Hugo_The_Dwarf

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Re: Trying to make playable skeletons?
« Reply #22 on: January 15, 2010, 10:45:29 pm »

well it worked on mine... wait the [ADVTIER:7] you got a ton of civs? Try genning a very large map, and tweaking the max civs to 60 instead of 50 and turn the savagry down, I genned with a very large map and I have at least 5-6 civs, plus yours for the testing, Orcs, Humans, Elves, Dwarves, Dark Dwarves, Kobolds, Giant Roaches, and Urk Dashas + Skeleton thats 9 civs... I should gen with a smaller map. Try that, its pulling a "Screamer" moment on you (creature I created but it never shows up)
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alphawolf29

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Re: Trying to make playable skeletons?
« Reply #23 on: January 15, 2010, 11:27:06 pm »

well it worked on mine... wait the [ADVTIER:7] you got a ton of civs? Try genning a very large map, and tweaking the max civs to 60 instead of 50 and turn the savagry down, I genned with a very large map and I have at least 5-6 civs, plus yours for the testing, Orcs, Humans, Elves, Dwarves, Dark Dwarves, Kobolds, Giant Roaches, and Urk Dashas + Skeleton thats 9 civs... I should gen with a smaller map. Try that, its pulling a "Screamer" moment on you (creature I created but it never shows up)


Thats what i thought too so I input it into a vanilla DF and still does not work. No skeleton civs exist whatsoever.
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Hugo_The_Dwarf

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Re: Trying to make playable skeletons?
« Reply #24 on: January 16, 2010, 12:08:01 am »

*Sigh* i've run out of Ideas, but this last one that is so crazy my mind melts at the thought (cuz it works, just maybe not the way I think it will) goto the HUMAN entity (PLAINS) and copy the [CREATURE:HUMAN] paste it under and change HUMAN to SKELETON now the world gen will change between the two creatures to inhabit a town (makes neighbors messed up make sure it says "Undead" not "Humans" at the embark screen) thats my last and probally worst idea ever, at the moment
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o_O[WTFace]

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Re: Trying to make playable skeletons?
« Reply #25 on: January 16, 2010, 03:40:00 am »

Just modify the dwarf entry's instead of the human entry.  Change a few tags at a time and see when they stop being placed in worldgen.  My guess is the population size tags or [LARGEPREADATOR] or [BABYSNATCHER] confused the game. 
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