This is the situation.
I wanted to try some basic modding for a change. Got me a fresh install and started working. My idea was to add a race of mechanical humanoids, called Gearlings, into the game. First of all i copypasted the data from the dwarves in the entity and creature section, modified it slightly (so i could quick-check if it works). In the entity file, i browsed for the active season, because i wasn't certain if the caravans might interfere with each other and set it to winter. Eagerly i launched a new world
Everything seemed to be in order. The gearlings appeared in the civ menu on the embark screen just peachy. I started messing around on my site waiting for winter when impatience stroke... I wanted earlier results. So i left the game and set the active season to spring... while i was at it i removed the two clothing tags (i need to remember to modify the temperature tokens) and rebooted.
Again, the Gearlings appeared at the embark screen, but with a yellow "no trade" tag aside them... I thought "If i can't trade with them in DF mode, they are no good for me, so i quitted the game and set the entity info back to their earlier values.
Booted again, but still it says "no trade" ...anyone know, what could have happened or what might be the problem here?