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Author Topic: no animal men  (Read 4258 times)

davros

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no animal men
« on: April 22, 2012, 12:10:32 pm »

Does anyone know where I can find a mod that removes the above ground animal men? Doing it myself is to much work.
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

medikohl

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Re: no animal men
« Reply #1 on: April 22, 2012, 12:15:48 pm »

Does anyone know where I can find a mod that removes the above ground animal men? Doing it myself is to much work.
you could remove the variation, then the animal men would disappear.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Jeoshua

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Re: no animal men
« Reply #2 on: April 22, 2012, 12:17:58 pm »

... and you'd flood your errorlog.txt

Have you searched the minor mods on DFFD for animal men?  There's a mod there that removes just those.
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I like fortresses because they are still underground.

medikohl

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Re: no animal men
« Reply #3 on: April 22, 2012, 12:18:34 pm »

... and you'd flood your errorlog.txt

Have you searched the minor mods on DFFD for animal men?  There's a mod there that removes just those.
true, but it would work.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Hugo_The_Dwarf

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Re: no animal men
« Reply #4 on: April 22, 2012, 12:21:43 pm »

I've done it by hand when I was doing REGEN. It's acually pretty easy. Just open a creature file then use "CTRL+F" or Find function and look for "MAN" and delete that creature then hit "F3" to jump the the next instance of "MAN" and do that all the way through only takes about 5 mins or longer depending on your computer usaged speed
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Jeoshua

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Re: no animal men
« Reply #5 on: April 22, 2012, 12:25:37 pm »

Hint: Just about EVERY aboveground creature has an animal man variation.  Don't know why Toady decided to do this.
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I like fortresses because they are still underground.

trees

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Re: no animal men
« Reply #6 on: April 22, 2012, 12:26:57 pm »

Or just add

Code: [Select]
[CV_NEW_TAG:DOES_NOT_EXIST]
to the bottom of both of the animal person creature variations in c_variation_default.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Old Greg

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Re: no animal men
« Reply #7 on: April 22, 2012, 12:30:40 pm »

I add [CV_REMOVE_TAG:FREQUENCY] and [CV_NEW_TAG:FREQUENCY:1] to the variation. I don't mind that they exist, but they should be rare.

Hugo_The_Dwarf

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Re: no animal men
« Reply #8 on: April 22, 2012, 12:32:41 pm »

Or just add

Code: [Select]
[CV_NEW_TAG:DOES_NOT_EXIST]
to the bottom of both of the animal person creature variations in c_variation_default.
I like this idea
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Jeoshua

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Re: no animal men
« Reply #9 on: April 22, 2012, 12:38:52 pm »

... making the animal men fanciful...

I support that.  I might add animal men back into my game just to add that tag to their variation!

I wonder what it will do to the subterranean civs.  Can an Entity be made up of mythical creatures?
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I like fortresses because they are still underground.

trees

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Re: no animal men
« Reply #10 on: April 22, 2012, 12:44:19 pm »

FANCIFUL and DOES_NOT_EXIST are two different tags. The former is mostly used for art modifiers but the second means that the creature is not at all a "real" creature and won't show up anywhere. It might kick out some errors with cavern civilizations, I hadn't thought of that. You could remove it from them manually, I think.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

medikohl

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Re: no animal men
« Reply #11 on: April 22, 2012, 12:58:55 pm »

... making the animal men fanciful...

I support that.  I might add animal men back into my game just to add that tag to their variation!

I wonder what it will do to the subterranean civs.  Can an Entity be made up of mythical creatures?
well they will still exist, antmen aren't a variation, also ratmen
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

Naryar

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Re: no animal men
« Reply #12 on: April 22, 2012, 04:19:50 pm »

Hint: Just about EVERY aboveground creature has an animal man variation.  Don't know why Toady decided to do this.

Nope, just the new ones.

We don't have elephant men or carp men or giant unicorn. A pit, really.

NecroRebel

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Re: no animal men
« Reply #13 on: April 22, 2012, 04:48:48 pm »

Or just add

Code: [Select]
[CV_NEW_TAG:DOES_NOT_EXIST]
to the bottom of both of the animal person creature variations in c_variation_default.
This is the most brilliant solution to the problem I have ever seen and you, sir, deserve a cookie for bringing it to my attention.
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Slidey

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Re: no animal men
« Reply #14 on: April 23, 2012, 03:09:40 am »

Omg no kidding, cookie for the win for both Old Greg and Trees for their nice solutions (Old greg for the option of rarity instead of removing and Trees for hitting the target with elegance)

Also there's this mod http://dffd.wimbli.com/file.php?id=5891
which would help either solution or deleting it out simply for 34.07, Davros.
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