However, they just show up as a blank square. Everything else seems to be in order, except for the deadly bite and the Alpha male caste.
Since you have QUADRUPED_JOINTS defined in the BODY and since you have BODY defined inside the FEMALE and MALE castes, it seems to me that you used the wolf from the
Genesis Mod as a base. It took me some extra time searching to figure that out. Perhaps you should have made this clear?
I'm guessing lowering the ATTACK_CONTACT_PERC and raising the ATTACK_PENETRATION_PERC would make the deadly bite work...
I had asked about something similar just a few posts ago. It seems that changing those causes the game "to behave weirdly":
3) I want the stinger of my custom creature to have a very good chance of penetrating even steel armor in order to inflict a syndrome. I suppose one possibility would be to modify the ATTACK_CONTACT_PERC and/or ATTACK_PENETRATION_PERC.
Not without forcing it to behave weirdly. By raising the contact perc you're turning that stinger into a blade. An alternative which doesn't show up in the vanilla game is ATTACK_VELOCITY_MODIFIER. Use that in the same place as the contact/penetration tags and set it to something high (several hundred).
Another bug: You have PETVALUE defined
twice. Is it supposed to be 150 or 500? I'd say the
minimum value would be 200 (like a giant lion or tiger). But since this is an uber wolf, maybe something like 300 (like a black bear) or 400? I'm not sure if it's possible, but it would be neat if you could specify a PETVALUE of 500 for the male, considering that it is more powerful.
Perhaps it is possible to make the male's BODY_SIZE larger, too? It's supposed to be the leader of the pack, right?
And, if you want an actual Alpha Male, may I suggest that you change the male/female cast ratio to make males rare-ish? You could probably do that with POP_RATIO, something like this:
[CASTE:FEMALE]
[FEMALE]
[POP_RATIO:5]
[CASTE:MALE]
[MALE]
[POP_RATIO:1]
I see that you set [FREQUENCY:350]. Clearly, you did not read the
DF2010:Creature tokens page on the wiki very closely. FREQUENCY is described as:
Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].
Setting this to 350 makes no sense because the maximum is 100.
Besides, do you
really want these uber-wolves to randomly spawn on the map more frequently than small vermin like toads, flies, and ants? Even the large roach only has [FREQUENCY:50]. The wolf in Vanilla DF only has [FREQUENCY:5]. Maybe you should set it to something like 10?
I just want the Triwolf Alpha Male to have a deadlier bite than the others, and his fur to be white, but I'm not sure how I am supposed to fit that in.
Perhaps you could adapt the code "3" suggested to me (to make my critter's stinger as strong as steel)? Your Triwolf's bite attack revolves around TOOTH, so perhaps this could be added to make steel-like teeth?:
[TISSUE:TOOTHTIP]
[TISSUE_NAME:tooth-tip:tooth-tips]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:TOOTH:TOOTHTIP]
I just want the Triwolf Alpha Male to have a deadlier bite than the others, and his fur to be white, but I'm not sure how I am supposed to fit that in.
Define the alpha caste, then select it specifically when dealing with the sections you want to change. Example:
[SELECT_CASTE:MALE]
[SELECT_ADDITIONAL_CASTE:FEMALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SELECT_CASTE:ALPHA_MALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BLACK:1]
...
Um... This changing of hair color reminds me of wanting to change my creature's blood to blue. You said that using TL_COLOR_MODIFIER does not actually change the color of the
material (only the descriptor) and that GRAY is the default color for hair:
...Those tokens are used for descriptor modifiers. They do nothing to the actual material (hair, for example, is always GRAY so long as it's called from the basic template, but it's described as being different colours).
What you want to do is select the material and change the actual colour:
[SELECT_MATERIAL:ICHOR]
[STATE_COLOR:ALL_SOLID:BLUE]
[STATE_COLOR:LIQUID:BLUE]
[STATE_COLOR:GAS:BLUE]
Perhaps for Repulsion's alpha male triwolf the STATE_COLOR and DISPLAY_COLOR tags could be added, like this?:
[SELECT_CASTE:ALPHA_MALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
PS: Repulsion, did you know that you can define more than one PREFSTRING for the same creature? (The mountain goat has 3 PREFSTRINGs.) PREFSTRING is used to set "what other creatures like about this creature." Since the triwolf is similar to a wolf, perhaps you would like to have both "focused eyes" and "cunning" to allow dwarves to like them for either reason?