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Author Topic: Making goblins playable.  (Read 594 times)

fivex

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Making goblins playable.
« on: September 30, 2010, 11:12:18 pm »

So I made goblins a playable race by adding the civ_controllable tag to their thing in the entity file.
Every civilization has that red dash thing beside them in the embark thing, as expected.
However, goblins seem to always have a yellow no trade thing beside them, so I won't get any traders.
In addition, goblins don't have the farming labors menu, even though there is things  like [PERMITTED_JOB:BUTCHER] in their entity file thing.
..Help?
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Urist Imiknorris

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Re: Making goblins playable.
« Reply #1 on: September 30, 2010, 11:19:03 pm »

In addition, goblins don't have the farming labors menu, even though there is things  like [PERMITTED_JOB:BUTCHER] in their entity file thing.
..Help?
Known bug.

However, goblins seem to always have a yellow no trade thing beside them, so I won't get any traders.

The embark screen is a notorious liar when it comes to "No Trade" civs.
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darkflagrance

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Re: Making goblins playable.
« Reply #2 on: September 30, 2010, 11:26:01 pm »

So I made goblins a playable race by adding the civ_controllable tag to their thing in the entity file.
Every civilization has that red dash thing beside them in the embark thing, as expected.
However, goblins seem to always have a yellow no trade thing beside them, so I won't get any traders.
In addition, goblins don't have the farming labors menu, even though there is things  like [PERMITTED_JOB:BUTCHER] in their entity file thing.
..Help?

If even one kind of labor is missing from a labor category (ex. Strand Extracting from Crafting) the entire category (all of Crafting) will be disabled. That happens for Goblin farming.

Goblins most likely have no trade because they don't have the tags for diplomats etc. Also, if you want to play as goblins, they come to your fort every season unless you alter their seasonal arrival tags.
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Tired of going decades without goblin sieges? Try The Fortress Defense Mod