Oh ok... I have no idea what to do with it, though. I am not good with scripting
Me neither, but you'll have to do a bit if you want to fix this. I'll try to give it to you step by step, and keep in mind that the way I do it may be less convenient than some of the guys here who are more familiar with DFHack.
First, type 'lua' and you should be switched from DFHack to the lua scripting interface in DFHack.
Now, enter the following six lines of code, the code won't run until you type 'end' and hit enter, so you can add them line by line:
for k,v in pairs(df.global.world.units.active) do
print("**")
print(v.name.first_name)
print(v.civ_id)
print(v.flags2.resident)
end
This is going to give you a giant list of data, which will basically look like this:
**
Urist
283
false
**
etc..
What you're trying to do is find the numerical identifier for the proper civ_id of your site, because what you're going to do is set the civ_id of your Friendly dwarves to this number. You're also looking for the civ_id of your Friendly dwarves, because you need to know the number you're replacing. How can you tell the civ_id of your site (or your "civilized" dwarves)? Well, it's kind of a pain in the ass, but you should see a block of 7 (or however many civilized dwarves you have) with the same civ_id and a "false" resident tag and first names that you recognize. Ignore all the -1 civ_id creatures, that's just wild animals. How can you tell the civ_id of your Friendly dwarves? It'll be the number that's repeated 117 (or however many you said there were) times. Once you have these two ids (did I mention you should make a copy of your save before you do this? you really should) then you can run the following:
for k,v in pairs(df.global.world.units.active) do
if v.civ_id==999 then
v.civ_id=111
v.flags2.resident=false
v.flags1.merchant=false
end
end
Notice there are two 'end' commands, because you have to end the if statement as well as end the for loop. Replace 999 with the number of the civ_id of your FRIENDLY dwarves. Replace 111 with the number of the civ_id of your CIVILIZED dwarves. I added the merchant reset just in case you had any on the map.
I know it seems like a pain, but you just need to dive in and get accustomed to writing a little code. First off, it makes you wealthier. Second, there's a lot of cool stuff you can do with it in Dwarf Fortress, and we can't leave it all to the stuffed shirt, pocket protector-wearing, nerdy LISP wizards (no offense, guys, thanks for building this, really, but you have to admit, those pocket protectors do make you look a little dorky).