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Author Topic: no animal men  (Read 4256 times)

Deon

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Re: no animal men
« Reply #15 on: April 23, 2012, 04:13:23 am »

I want elephant men. :'(
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Naryar

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Re: no animal men
« Reply #16 on: April 23, 2012, 07:54:22 am »

I want elephant men. :'(

Yeah, same here. Also giant elephants, just for fun.

All the old interesting animals should be giantified and made men. Wolves, unicorns, elephants, etc.
« Last Edit: April 23, 2012, 07:59:59 am by Naryar »
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JujuBubu

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Re: no animal men
« Reply #17 on: April 23, 2012, 07:58:12 am »

Like Giant Blue Whales, Giant Skeleton Carp ...
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Naryar

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Re: no animal men
« Reply #18 on: April 23, 2012, 08:00:52 am »

Giant Skeleton Carp ...

Hell yes ! I already modded giant carp anyways.

And of course, they're as dangerous as the 40d version.

GavJ

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Re: no animal men
« Reply #19 on: April 23, 2012, 12:50:52 pm »

It should be pretty easy to add in elephant men and giant unicorns, etc...

And unlike the difficult solution of constantly removing things every update (which has now been elegantly solved previously in this thread, thanks!), ADDITIONAL creatures can easily be written up, packaged in a text file, and made available for download in a format that should survive many updates and can be patched in at any point for anybody.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

bluefox

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Re: no animal men
« Reply #20 on: April 23, 2012, 04:32:13 pm »

So I have a similar problem to the original poster, but I only want animal men in the caverns.

I tried adding BIOME:SUBTERRANEAN_WATER and/or BIOME:SUBTERRANEAN_CHASM (depending on the creature), but that didn't work at all. Animal men still showed up on the surface, and no noticeable effect underground.

Looking at the responses here, do I need to just change those to CV_NEW_TAG:BIOME:SUBTERRANEAN_CHASM ?
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NecroRebel

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Re: no animal men
« Reply #21 on: April 23, 2012, 05:39:24 pm »

The creature variations add, remove, or modify tags. They don't normally modify the BIOME tokens, though. Just putting in CV_NEW_TAG:BIOME:SUBTERRANEAN_CHASM might work, but that would only allow them to spawn in underground biomes, it wouldn't stop them from spawning above ground. It alone wouldn't work, either, because they wouldn't be allowed to spawn in any cavern level; for that you'd need CV_NEW_TAG:UNDERGROUND_DEPTH:x:y as well to tell them which levels (1 through 3) to spawn in.

I'm not sure if creature variations can allow tags with arguments like that, either, but it's worth a shot. If the UNDERGROUND_DEPTH you give them is at least 1, they won't spawn on the surface anymore (that's depth 0), so removing biome tags should be unnecessary.
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Sphalerite

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Re: no animal men
« Reply #22 on: April 23, 2012, 09:43:53 pm »

I added [GOOD] to the animal person template.  That way animal people exist, but only in Good biomes, so I'll never see them unless I specifically embark there.
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SirHoneyBadger

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Re: no animal men
« Reply #23 on: April 23, 2012, 11:03:29 pm »

Just to add my 2c: I feel that, physically speaking, "animal men" are useful critters to have running around in the game, for the sake of diversity, but I'm really in favor of expanding the "animalmen" designation into several separate, and more deeply defined, entities.

So that, instead of running into a random, generic "walrus man" group on a glacier, say, you might instead encounter a diverse northern tribe, or several, made up of several agrarian clans of what happen to be walrus people, penguin people, and seal people, for instance, who might be at war with the nomadic polar bear/arctic fox tribe, or tribes, in that area, but allowing both of these different and hostile tribes to each contain a population of wolverine, and porcupine people.

I would then give the larger tribal groups their own separate ethos and possibly even slightly different languages, created goods, etc., to differentiate them from each other, and to allow the possibility of adding additional entities, that happened to incorporate the same or similar types of "animal men", but which may have an entirely separate culture, morale system, and trading value.
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davros

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Re: no animal men
« Reply #24 on: April 24, 2012, 03:53:59 pm »

Thanks for the help. Myself, I dislike the animal men because they seem to outnumber the animals. There is something fundementaly wrong about that.
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GavJ

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Re: no animal men
« Reply #25 on: April 24, 2012, 08:34:21 pm »

Thanks for the help. Myself, I dislike the animal men because they seem to outnumber the animals. There is something fundementaly wrong about that.
That's true.  If there are more of the animal men, then theoretically, shouldn't we be calling the animal men the basic term?

For example, "badger men" should just be "badgers"  whereas "badgers" become "badger animals"

The more common thing should get the shorter word.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Blucher

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Re: no animal men
« Reply #26 on: June 26, 2012, 06:36:59 pm »

Too late for my current world, but I'm tagging this for future reference.  In spite of their use for use as training fodder for my military, I can't stand these new animal people all over the place.
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GreatWyrmGold

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Re: no animal men
« Reply #27 on: June 27, 2012, 03:23:33 pm »

Animalmen only exist in savage biomes (not counting the rare cavern tribes). Few civs settle in savage areas, and dwarves NEVER do. (Except if the player foolishly decides to embark in such an area, of course.)
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Helgoland

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Re: no animal men
« Reply #28 on: June 27, 2012, 06:25:51 pm »

I tried the [DOES_NOT_EXIST] thing - sadly it does not work. Check your errorlog.
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Steele

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Re: no animal men
« Reply #29 on: June 27, 2012, 06:48:29 pm »

You likely haven't added the tag properly.
Add [CV_NEW_TAG:DOES_NOT_EXIST] to the bottom of the ANIMAL_PERSON variation in c_variation_default.txt.
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