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Author Topic: CE_REMOVE_TAG vs. CV_REMOVE_TAG  (Read 2427 times)

Meph

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CE_REMOVE_TAG vs. CV_REMOVE_TAG
« on: March 20, 2012, 09:41:26 pm »

Ok, just got a stupid idea and wanted to ask if anyone has tried this...

[CE_REMOVE_TAG:PET]    = does not work, gives errorlog
[CV_REMOVE_TAG:PET] = does work, removes pet.

CE is used in a syndrome, CV in a creature, for the creature variations, like animal men.

My question is:
Can I transform a pet creature into a creature variation that removes the PET tag with CV, and end up with a non-pet creature ?
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Quietust

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #1 on: March 20, 2012, 10:14:40 pm »

No, you cannot - the lack of [PET] will simply make it act just like a tamed exotic animal, preventing it from showing up on Z-Animals and not showing the "Stray" prefix on its name.
In other words, it would be exactly the same as editing the base raws for the creature and removing [PET] - it'll stop you from taming it, but it won't cause it to cease being tame.
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Girlinhat

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #2 on: March 20, 2012, 10:16:37 pm »

Let me ask a more direct question that I assume is the base of all this.

Can you un-tame an animal via modding?

Meph

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #3 on: March 20, 2012, 10:36:12 pm »

The assumption is correct, since even a intelligent civ member wont to labor as long as he has a PET tag. In the end it is impossible to buy/order a working pet.

I use a workaround in my mod, by buying pets that have the PET tag in the castes and give birth only to a non-pet caste that automatically transformes into a dwarf, but that is not as elegant. I had hoped for a better solution.
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::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IT 000

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #4 on: March 21, 2012, 02:23:31 am »

[CE_ADD_TAG:CRAZED] would make them more 'feral' and mad, but would still get the idea across.
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Hugo_The_Dwarf

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #5 on: March 21, 2012, 09:47:28 am »

Meph's goal is making working slaves, without the dirty workaround of having a PET breed castes of itself that lacks the PET tag and is INTELLIGENT and transform into a MAIN-RACE (Dwarf) creature allowing it labor/military (needs extra steps for that)

[CE_ADD_TAG:CRAZED] would make them more 'feral' and mad, but would still get the idea across.

Donno if that is what he is looking for :P

I am also curious if that will work, Altho I think some tags don't get passed through Body Transformations, or atleast the ones I did like NATURAL_SKILL and the like don't. But that is the only one I can think of atm
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Radiant_Phoenix

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #6 on: March 21, 2012, 11:45:01 am »

So, this is probably already known, but if you have a [PET] caste in your entity creature, that caste can immigrate with skills (enabled).

Unfortunately, you can't see their thoughts, so keeping them from going insane may be more difficult than normal.
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Hugo_The_Dwarf

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #7 on: March 21, 2012, 07:41:00 pm »

For the effects of PET has on creatures in fortress mode look at the science "Di" did Dwarven Cognitive Science

P.S. had to use a bunch of searches to find his topic, Gonna save the link somewhere hot damn.
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Radiant_Phoenix

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #8 on: March 22, 2012, 12:15:35 am »

Would a pop ratio distribution along the lines of:

MALE -- 1
FEMALE -- 1
FEMALE_PET -- 3

result in a very high breeding rate in worldgen? How about in fortress mode?
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Darekun

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #9 on: March 23, 2012, 03:01:00 am »

Would a pop ratio distribution along the lines of:

MALE -- 1
FEMALE -- 1
FEMALE_PET -- 3

result in a very high breeding rate in worldgen? How about in fortress mode?
According to the linked dwarven cognitive science, in fortress mode it will cause dwarfsplosions. Might actually be a neat challenge keeping people fed, nevermind keeping them ecstatic with prepared meals.

Worldgen… it should cause very high birth rates in worldgen. However, as people have noticed with tigermen, that food challenge means dwarves so modded may have malthusian diebacks at the drop of a hat.
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Meph

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #10 on: March 23, 2012, 07:23:38 am »

I would rather do male -1000, female -1000, female+pet -1. This way they dont get born or mess up worldgen, but you can still buy as many as you want at embark, or order them from the caravan.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Radiant_Phoenix

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Re: CE_REMOVE_TAG vs. CV_REMOVE_TAG
« Reply #11 on: March 23, 2012, 07:42:43 am »

Maybe, but having the majority of your starting seven unable to change their enabled labors is more challenging.
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