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Author Topic: Help with [NOT_LIVING] civs  (Read 1137 times)

Spy227X

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Help with [NOT_LIVING] civs
« on: February 17, 2013, 11:55:10 am »

How do I make non living creatures
like
(my modded creature)
colossus summoners
live in civs?
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Is this freshwater or saltwater? Because alternatively you could breed a large amount of crocodiles and unleash them into the waters... indirect genocide.

P(ony)SI

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Re: Help with [NOT_LIVING] civs
« Reply #1 on: February 17, 2013, 12:29:01 pm »

Look in the entity file for the civilization you want your creature in, and add [CREATURE:CREATURE_NAME] to your civilization, with CREATURE_NAME being the identity of your creature.

Make sure you don't have another [CREATURE] in the entity first.
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Spy227X

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Re: Help with [NOT_LIVING] civs
« Reply #2 on: February 17, 2013, 12:56:09 pm »

Look in the entity file for the civilization you want your creature in, and add [CREATURE:CREATURE_NAME] to your civilization, with CREATURE_NAME being the identity of your creature.

Make sure you don't have another [CREATURE] in the entity first.
...
It doesnt generate
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Is this freshwater or saltwater? Because alternatively you could breed a large amount of crocodiles and unleash them into the waters... indirect genocide.

P(ony)SI

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Re: Help with [NOT_LIVING] civs
« Reply #3 on: February 17, 2013, 01:03:56 pm »

...
It doesnt generate
What does the errorlog say?
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i2amroy

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Re: Help with [NOT_LIVING] civs
« Reply #4 on: February 17, 2013, 01:28:42 pm »

Is this in a new text file or an old one? If it's in a new text file, do you have the "textfilename" and [OBJECT:ENTITY] at the top?
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Spy227X

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Re: Help with [NOT_LIVING] civs
« Reply #5 on: February 17, 2013, 01:46:04 pm »

Is this in a new text file or an old one? If it's in a new text file, do you have the "textfilename" and [OBJECT:ENTITY] at the top?
It's in ENTITY_DEFAULT.
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Is this freshwater or saltwater? Because alternatively you could breed a large amount of crocodiles and unleash them into the waters... indirect genocide.

Putnam

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Re: Help with [NOT_LIVING] civs
« Reply #6 on: February 17, 2013, 01:55:04 pm »

You aren't being much help. Post the entity.

Spy227X

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Re: Help with [NOT_LIVING] civs
« Reply #7 on: February 18, 2013, 11:19:11 am »

You aren't being much help. Post the entity.
I'll post entity and creature
Entity:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)
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Is this freshwater or saltwater? Because alternatively you could breed a large amount of crocodiles and unleash them into the waters... indirect genocide.

smakemupagus

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Re: Help with [NOT_LIVING] civs
« Reply #8 on: February 18, 2013, 12:00:23 pm »

No[ENTITY:xxx] and [CREATURE:COLOSSUS_ADAMANTINE] tag at the top of the entity entry?
« Last Edit: February 18, 2013, 12:16:21 pm by smakemupagus »
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Spy227X

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Re: Help with [NOT_LIVING] civs
« Reply #9 on: February 18, 2013, 12:54:20 pm »

No[ENTITY:xxx] and [CREATURE:COLOSSUS_ADAMANTINE] tag at the top of the entity entry?
lol how could i miss that
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Is this freshwater or saltwater? Because alternatively you could breed a large amount of crocodiles and unleash them into the waters... indirect genocide.

Tevish Szat

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Re: Help with [NOT_LIVING] civs
« Reply #10 on: February 18, 2013, 12:56:01 pm »

> The Adamantine Colossus has the [MEGABEAST] tag, which causes it to follow Megabeast generation rules. [LAIR] could also do it.
> The Adamantine Colossus has the [FANCIFUL], [LARGE_PREDATOR], and [SPHERE:XXX] tags, which might mess with things (though this is less likely than the above)
> The Adamantine Colossus has no breeding castes to keep a civ populated, but then they really shouldn't die.
> The Adamantine Colossus [CAN_LEARN]... but very far down the entry.  it might be better to give them [INTELLIGENT] or [CAN_LEARN] BEFORE you start defining tissues.  Not sure if that matters (probably doesn't) but it's worthwhile
> It's [FIREIMMUNE_SUPER].  This has nothing to do with your problem, but while I'm working on debugging.


Sorry I couldn't help more... I'm a dabbling modder myself, but I *have* gotten a civ to work with [NOT_LIVING] creatures, so that's not it.
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Deon

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Re: Help with [NOT_LIVING] civs
« Reply #11 on: February 18, 2013, 01:27:46 pm »

Megabeasts can form civs, the roaming tokens are dropped when forming a new civ. General spawning rules do not apply to civilization creatures. Smakemupagus pointed out the real issue: there was no entity defined.
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