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IDProjectCategoryView StatusLast Update
0003145Dwarf FortressDwarf Mode -- Embark/Setuppublic2010-09-02 19:09
Reporterslyeye Assigned Touser11 
PrioritynormalSeverityminorReproducibilityhave not tried
Status resolvedResolutionno change required 
OSWindows Vista 
Product Version0.31.12 
Summary0003145: Embarking with Humans In a normal game
DescriptionHi, I just started a fortress in a new world and I embarked with Humans rather than Dwarves. This is a unmodded version of Dwarf Fortress with the only changes being the ability to embark with elephants, but I have created worlds with the exact same changes and never produced this event in the past. The Humans seem to be working in the exact manner as Dwarves normally do, with mining, tree cutting and military working as normal. There were two selectable civilazations, both appeared as mountain halls of dwarves for their structures, but when in embark for both of them it shows Humans instead of Dwarves. When looking at the legends screen the two civilizations appear as normal Human civs, though they did build a buttload of bridges.
Steps To ReproduceUnknown.
Additional InformationThis is a new, medium region world with Titan and Demon types set to 1000, with Titan requirements set to population of 40 and wealth of 55,000.
TagsNo tags attached.

Activities

slyeye

2010-09-02 11:22

reporter   ~0012346

Upon further study of the Legends, it appears Dwarves were not created at all in this world and do not exist anywhere.

user11

2010-09-02 11:25

  ~0012347

What exact changes did you make to your civs (and which files) to make humans playable? It may help to post that file for review (please use a service like http://pastebin.com/

slyeye

2010-09-02 11:39

reporter   ~0012349

I made no changes to the civs, all the changes I made were in the RAW files for "creature_domestic" and "creature_large_tropical". The changes I made were to add the [COMMON_DOMESTIC][TRAINABLE] and [PET] tags to elephants and to copy the, now modified, Elephant creature data and paste it at the bottom of the "creature_domestic" file. The civs were not even touched. File will be uploaded in a moment.

slyeye

2010-09-02 11:44

reporter   ~0012350

http://pastebin.com/HefGGUHn for "creature_large_tropical"

http://pastebin.com/0GETPSY6 for "creature_domestic"

http://pastebin.com/80K5fKPR for "entity_default" though I didn't mess with this one

slyeye

2010-09-02 11:57

reporter   ~0012351

I just noticed this in the legends, but it appears that all the civilizations are mixed up, with elf towns, goblin forest retreats, kobold dark towers, and Human mountain halls, wiht Dwarves simply not existing. In adventure mode it allows for the option of starting as an Elf, Human, or a Goblin.

Quietust

2010-09-02 12:08

reporter   ~0012352

Last edited: 2010-09-02 12:09

You've got 2 entries for the "ELEPHANT" creature (one in creature_large_tropical.txt and one in creature_domestic.txt), which is known to cause the sort of problem you're seeing.

If you want domestic elephants, all you really need to do is add [COMMON_DOMESTIC] to the ELEPHANT entry in creature_large_tropical.txt - there's nothing wrong with a wild creature also being domestic, as is evident with horses.

slyeye

2010-09-02 12:18

reporter   ~0012355

Ah-ha! That was it! Thank you for you help, both of you!

user11

2010-09-02 19:09

  ~0012364

Thanks for looking further into it.

Issue History

Date Modified Username Field Change
2010-09-02 11:15 slyeye New Issue
2010-09-02 11:22 slyeye Note Added: 0012346
2010-09-02 11:25 user11 Note Added: 0012347
2010-09-02 11:39 slyeye Note Added: 0012349
2010-09-02 11:44 slyeye Note Added: 0012350
2010-09-02 11:57 slyeye Note Added: 0012351
2010-09-02 12:08 Quietust Note Added: 0012352
2010-09-02 12:09 Quietust Note Edited: 0012352
2010-09-02 12:18 slyeye Note Added: 0012355
2010-09-02 19:09 user11 Note Added: 0012364
2010-09-02 19:09 user11 Status new => resolved
2010-09-02 19:09 user11 Resolution open => no change required
2010-09-02 19:09 user11 Assigned To => user11