OK, in the credits of the mod (a .txt file in the package to be added) I intend to write them something like this
Head of modding, Insanegame27
Lead coder, the infinitely more useful (than Insanegame27) Than402
Lead spriter, Heydude6
list of testers
A list of everyone who has posted in this thread.
Than, you have been more infinately more useful than me with this mod. I came up with the idea but you did most of the work. I honestly think you were and I thank you. Without you this would have fizzled and died.
you don't have to thank me
modding and succession games are my favourite aspects of playing dwarf fortress) and I really enjoy working with you guys to complete a project that big and complex. It's a great experience, it has helped me get a lot better in modding that I ever was and I am really grateful that I was part of it
So, hedude, I figured out what these sprites are and what some of them do:
-the grey dwarf: in the text file it's named
DEFAULT. I believe that this is the sprite used when a profession sprite is missing. For example, you have completed some sprites, but you haven't done the surgeon sprite. So now, when the game needs to display a surgeon it will use this sprite, maybe while also changing the sprite's colour (I've noticed that when I modded some custom races in my game but I only installed the most basic of graphics that's the sprite they were using with different colours based on the profession). It needs to be done, but it's not important. Just recolor the peasant grey and you're done
-the priest with the brown tunic and the staff is a
DRUID: Druid is an unused skill that cannot even be toggled on and off (unlike alchemist). It's sometimes used in mods, but not too often. For that reason most people don't even know it exists. If the skill had a role in the game and a profession, that's the sprite it would use. It's not important, but give it some script to be on the safe side. Maybe a recolor of the priest of the depths?
-the priest in the middle is a
PRIEST and the one on the right is a HIGH_PRIEST: these two are more important: they are the priests that show up in temples in adventure mode. You should complete these ones. Maybe make their sprites similar to the priest of the depths
-the guy with the horned, grey helmet: Phoebus had assigned many weird professions on this one:
DUNGEONMASTER,DUNGEON_MASTER,DUNGEON_KEEPER,DUNGEON_LORD and DUNGEON_NASTER. Most likely a remnant of the Dungeon Master from 40d. I don't think it's important, to be on the safe side just define it and use the lasher.
-the black wearing guy next to him with the bloodied axe: that's an
EXECUTIONER, and I have no idea where it's used. Maybe it's a position that you can meet in the adventure mode. Give it a script, because it might as well have some significance
-the dwarves in the golden armor are all referred to as
CHAMPION, a noble appointed after a baron arrives which sometimes leads military demonstrations (we don't have a similar position, so it's not important). The reason there are three of them is because the first is the champion in the militia (your fortresse's standing army), the second in the law enforcement (fortress guards and such) and the third in the tax collector's escort (which is not yet used in the game). More about these groups on this page:
http://dwarffortresswiki.org/index.php/DF2014:Creature_texture_tokenAlso, I have bad news about the bugs: I was unable to replicate them, and therefore I still am none the wiser about their cause and how to fix them. Maybe they have something to do with the GUI settings? Maybe something went wrong when installing the wasp raws? Maybe something else? I have no idea. Anyway, the animal list was showing to me just fine and I made and abandoned some succubi, waspen and dwarven fortresses without any issues. Really weird...