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Author Topic: Issue with modding civilizations  (Read 410 times)

Wiles

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Issue with modding civilizations
« on: May 29, 2008, 05:19:00 pm »

I wanted to see what would happen if I tried for the king while I played a civilization that uses the [RELIGION:ANY_APPROPRIATE_POWER] token.

I received the message that the king had arrived and I had become a mountainhome. Some peasants and royal guards arrived, but there was no king. I imagine this has something to do with their god being their ruler?

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Wiles

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Re: Issue with modding civilizations
« Reply #1 on: June 01, 2008, 06:47:00 am »

I decided to visit the site to look at my many engravings. When I left the site I could see a migration group, so I decided to take a look. Their god leader was travelling with the people of the fortress. So I guess the game recognized that he was there, but wasn't able to show it in fortress mode.

I have a save in fortress mode after the king has arrived
http://dffd.wimbli.com/file.php?id=194

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Nite/m4re

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Re: Issue with modding civilizations
« Reply #2 on: June 01, 2008, 01:22:00 pm »

I believe this was been fixed, but Toady didn't been able to release a new version with that fix. The problem happens with all civilizations, what happnes is that it spawns a random dwarf as migrant instead of the king. Or something like that.
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Deon

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Re: Issue with modding civilizations
« Reply #3 on: June 01, 2008, 03:05:00 pm »

But the question is what if the entity has NO king...
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Nite/m4re

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Re: Issue with modding civilizations
« Reply #4 on: June 01, 2008, 04:10:00 pm »

quote:
Originally posted by Deon:
<STRONG>But the question is what if the entity has NO king...</STRONG>

Impossible. All civs must have a ruler.

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