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Topics - Praetyre

Pages: [1]
1
Curtains would be special kinds of doors made of cloth. They could not be locked or closed tight, but they would be worth more, and give stronger happy thoughts to Dwarves when well made.

Bathtubs would be furniture capable of being filled with water and used as private cleaning booths by dwarves. Bathing in a clean, well crafted bathtub would give dwarves a happy thought, while a poorly made, grimy bathtub would given dwarves unhappy thoughts. They would be made out of metals, and could be assigned individually to a dwarf, set for use by particular castes/positions/professions, or just left free for all usage.

2
One of the favorite games of my childhood, and still one of the most enduring artistic influences and still-played classics, was the Oddworld platformer/puzzle series. While such a genre would not seem conducive to conversion into the format of a simulation game, if Japanese shoot em up fans can have their shot (no pun intended), why couldn't I?

Preambling aside, while the new anatomy system has proven a big hurdle for me in regards to modding (my Arcanum project is still on hold, for this reason), there are several other factors I would like to know of before embarking on this possible project, all of which weigh heavily on gameplay. The recent success of the Illithid mod has shown the immense capabilities of the new caste system, which, as you will see, has a heavy bearing on gameplay.

The portions of Oddworld seen in the games depict several societies. These are the Magog Cartel, also known as the Industrials, the Mudokons, possibly the nebulous Khanzumerz, the Clakkerz, the Outlaws, the Grubbs and the Steef.

The Magog Cartel is most suitable as a player race due to both their dominant position within the known game world and the wealth of information available on their society. As such...

Magog Cartel Castes:

Glukkons: A race of zoot-suited, armless humanoids whose arms have atrophied due to experiments during the Age of Alchemy (a conflict precipatated by Mudokons claiming racial superiority over the Glukkons due to the presence of a Mudokon handprint formation on one of Oddworld's moons), and who walk on their legs. They have ancestral derivation from tree-dwelling cephalopods. A picture says a thousand words, of course, so:
Spoiler (click to show/hide)

There you can also see the social structure of Glukkon society illustrated in chart form. Glukkons are effectively the managerial class of Magog society, but incapable of any other work, so they should fit well as nobles physically incapable of any but social tasks. Due to the scale of society which DF currently simulates, the DF-Glukkons social hierarchy would top off well before reaching the highest social statuses.

The Magog Cartel appears to be ruled over by a Queen, with an ant-like reproductive structure, but in accordance with the above structure restriction, the ingame Glukkons would all be [MALE] or [NO_GENDER] (given their sterility) and available only via immigration (since the in-game Magog civilization would be an expansionary outcropping of the Cartel in an uncharted area of the vast, 10-times-Earth-sized Oddworld).

Their use of glasses and fondness for cigars will probably have to wait until future versions that incorporate eyewear and tobacco, especially with the extreme fire hazard such things would present with the present AI.

Sligs: A race of green skinned squid-faced individuals with two thin arms, a tapering tail and two eyes.
Spoiler (click to show/hide)

Most Sligs wear masks of an unknown material (presumably leather or metal), though the roid-raging Big Bro Sligs have been known to wear armour:
Spoiler (click to show/hide)

Sligs are used as guards and enforcers by Glukkons, though one Slig, known only as the Valet, was a Glukkon valet and former host of a sadistic gameshow called Name That Trauma. They possessed a number of castes, all of which save the fliers and the tankers can be represented by the equipment and skill of a Slig: http://oddworldlibrary.net/toe/Sligs#Status

The Air Corps would likely be a seperate caste entirely, with the [FLIER] tag and the ability to drop a limited supply of explosive grenades. Unfortunately, to the best of my knowledge, aerial personal area of effect weaponry is currently unimplementable, so the fliers will have to wait with the tankers, who are obviously impossible to implement until a complex vehicle system is implemented. Big Bros can probably be abstracted by high strength or simply made into a larger and more powerful seperate caste and assumed to be steroided elsewhere. Sligs receive their equipment from dispensers in game, but there's no reason a metal container couldn't do the the same thing.

Sligs are spawned from a Queen (the source of their generally nasty personalities), so yet again an immigrant solution is needed, but this actually makes sense from an in-game context. The fortress/facility in game would be a business or exploratory operation, not a population centre, so reliance on external support would fit.

The most critical issue with Sligs, however, is their dependency on metal pants for effective walking. The new crutch mechanism may be able to shoehorn metal pants into it's reportoire, but I see no way to set a species as being born crippled or to have Slig-only clothing that increases movement speed.

Lastly, Sligs wear masks for two reasons. Firstly, their Glukkon masters view them as ugly. Secondly, their masks protect them from industrial pollutants within the factories they work in. Pollution is currently not implemented (beyond miasma and steam, which can't be blocked by headgear in a gas mask fashion), so the ugliness explanation will have to do. Sligs initially possessed single eyed visors, but in-universe, a switch was made between these and two eyed visors due to workplace accidents caused by the one eyed visors. I don't see any way to have headgear impact vision (especially with the lack of a lighting system and it's ramifications for the game's AI vision system), so a simple difference of description and change from COMMON for the two eyed masks to UNCOMMON for the cyclopean ones will have to do for now.

Mudokons: A race of green and grey skinned, ponytailed humanoids (with two known blue members, both of which possessed magic powers, though green members have also been known to do so) employed and often enslaved for menial labour by the Cartel. With the exception of a masked Shaman, who appears to be their only leadership role, they wear nothing but brown loincloths. Due to an ironic protest by a Japanese activist group, only in their first appearance do they possess 4 fingers, so 3 fingered Mudokons would appear to be canonical. They possess a Queen (seeing a pattern here?). Most of the work of the facility would be performed by them, naturally, and the high death rate of dwarves would fit marvelously in the Oddworld universe.

Spoiler (click to show/hide)

Within Oddworld, Mudokons were turned into meat after a major decline in profits of the meat congloremate Rupture Farms. The [BUTCHERABLE] tag could sort this out, though I'm not sure if it can be applied to castes.

Vykkers: A grey skinned tripedal, four armed, high voiced, hermaphroditic race of generally extremely sadistic doctors and scientists, whose Vykkers Labs appears to be in partnership or subsidaryship with the Cartel. Their method of reproduction is most likely self fertilization, but until this is implemented, they will have [NO_GENDER].
Spoiler (click to show/hide)

While technological development does not currently exist in DF (aside from the nebulous "alchemy", the Vykkers can fit in well as fish/animal dissectors, craftsmen, artists (their needlelike hands and sadism would create good engravings) and most crucially, doctors.

Vykkers have several classes in-game, all of which should easily be implementable (though the snuzis might require special poison ammo): http://oddworldlibrary.net/toe/Vykkers#status

Vykkers typically wear either simple loincloths or armoured suits, though one possessed a monocle and another a top hat and glasses. Aside from the glasses, none of these present any barriers to DF's current clothing system.

Interns: A servant race (though thus far, they have only been seen in service to the Vykkers) with a penchant for listening to music and extreme talkativity, resulting in most of them having their mouths sewn closed by the Vykkers. Their method of reproduction is completely unknown, and they wear swimsuits:
Spoiler (click to show/hide)

Since sealed mouths (let alone ones deliberately sealed for disciplinary/sociological reasons) are not yet possible in game, I'd probably have them as an immigrant species without the [CAN_SPEAK] tag. They'd be lower level doctors for the most part, hauling around medical materials and making sure the victims patients don't escape die.

The Intern types seen in-game are:
Workers: Wrestlers
Shock Rockers: I don't think electric weapons are in-game yet, so they'd probably just wield a metallic, piercing weapon.
Shooter: Snuzi wielders

With armoured variants, pretty much all well within the game's current equipment boundaries.

Chroniclers: Never seen in game (only in concept art), they appear to be a unipedal, four armed, yellow skinned race with vaguely squidlike features. They fulfill archival and bureaucratic functions in the Cartel, and appear to have high class tastes in clothing.
Spoiler (click to show/hide)

Nothing is known about their reproduction, and they are likely a fairly rare species anyway. They would be ideal nobles, especially in admnistrative, non-military roles. I assume that the two sided staff they are wielding is a ceremonial walking stick or abacus.

Moving on to...

Other Races

Mudokons: The basic facts about them have already been noted. Their society is tribal and primitive, with a lot of emphasis on the power of magic. While shamans as anything but their sole noble (aside from a couple of military roles) are not implementable (Oddworld magic consists of telekenesis and bodily possession, which would certainly give a whole new meaning to "Slig McSlig has been possessed!"), they do possess several other roles:
Spoiler (click to show/hide)

The Tomahawker's weapon is blunt, naturally, and would fit the role of a club quite well, while the Mudarcher's weapon is actually more akin to a submachine gun, and works on the basis of an energy projectile. Due to the aforementioned issues with the Shock Rocker, simple bolts may have to do for now. An intriguing divergence in hair can be noticed in the Native Mudokon, no doubt codable in the appearance sections of their raws.

As a sidenote, because I have no plans thus far for a flora section, Mudokons appear to be able to boost their psychic energies with a plant called Spooce, which is grown by their magic chants and doesn't appear to possess any other properties.

Clakkerz: A race of hillbilly, chicken-like humanoids with a technological level and society modeled after the Wild West. They wear dresses and overalls, and have small, DF-sized towns typically situated in deserts and river areas. They could make good consumers for the Cartel's various goods, and rivals for the Outlaws. One presumes their reproduction is either like that of chickens or of humans. Either way, they need no gender tags.

WARNING: EFFING HUGE IMAGE
Spoiler (click to show/hide)

Outlaws: A race of petty criminals with bodies that resemble a cross between a warthog and a toad, and come in varying sizes (the larger sizes indicating greater authority, much like Orks). They would probably be the closest thing to Goblins in OF, and have little other interaction other than frequent wars with the Clakkerz. They have large litters and presumably reproduce like humans.

Spoiler (click to show/hide)

Grubbs: A race of small, toad-lizard-ish creatures who can best be described as Oddworld's version of Gobbo's interpretation of Kobolds, though with no apparent penchant for theft. They are farmers, foragers, fishermen and simple hunters, with architecture resembling that of Native and Meso American cultures. Their military seems to consist principally of pikemen, and they possess a queen, as seen in this shot:
Spoiler (click to show/hide)

Their reproduction is unknown, so it's probably best to follow the same line as the Clakkerz.

Steef: A race of centaur-like beings commonly regarded as mere, extinct beasts, but are actually strong, intelligent beings. They appeared to have a protective relationship with the Grubbs, so perhaps they could fit as a rare caste, and be regarded as [FANCIFUL] by other races. Their reproduction is unknown, so ibid Clakkerz.

Spoiler (click to show/hide)

There are three other intelligent races who do not seem like material for civilizations in their own right, but still may be of interest for implementation in some other form:

Wolvark: A race of trolllike mechanics and enforcers seen in game working for the Oktigi dam-owner Sekto. They appear to be of foul temperament, and wear overalls, with similar redneck cultural tastes as the Clakkerz.

Spoiler (click to show/hide)

Oktigi: A race of parasitic, intelligent beings belonging to the same evolutionary line as the Gloktigi and Glukkons. Like their cousins in the Cartel, they seem to be greedy and avaricious, though it is difficult to determine much about a species with only one known member. They can possess a being in a manner akin to that of the headcrabs from Half Life, but until a system for possession is implemented, they will have to wait in the wings along with Mudokon magics.

Spoiler (click to show/hide)

Elderling: A race of enormous, purple, vaguely ovoid creatures with enormous yellow eyes. The only known specimen, the Almighty Raisin, was a millenium old, narcoleptic yet highly regarded by the Mudokons, and possessed some sort of psychic link to the Ratz, allowing him to see what they saw. They would be long lived, intelligent and benign semimegabeasts, most likely.

Spoiler (click to show/hide)

Gabbits: A race of rare, intelligent amphibious unipeds hunted near extinction by the Cartel for their eggs, known as the prized cuisine Gabbiar. They are rather awkward out of water, hopping about noisily on their flippered leg. Their reproduction is presumably like that of fish. When eggs are implementable, they will most likely be.

Spoiler (click to show/hide)

Now, onto Oddworld's...

Fauna

Bats: One of the two Earth species appearing as minor enemies in the first game, they may appear to fit as vermin but given their capacity to quickly kill Mudokons, I suspect they should function as standard fliers.

Bees: Much like bats in most respects. They seem to be much smaller, however, and should probably be represented as swarms to do any tangible damage to their targets.

Bolamite: An arachnid with webs powerful enough to tie up Outlaws, used as a weapon in Strangers Wrath. Seem as big as tarantulas, but otherwise could replace cave spiders quite well.

Spoiler (click to show/hide)

Boombat: A small, exploding creature that resembles a cross between a bat and a fuzzle. They seem to have sticky quills, though their explosion mechanic may make them difficult to implement at present.

Spoiler (click to show/hide)

Birds: Small, strange brown birds fly in circles for usage by Mudokon magic users for teleportation and, in the protagonist Abe's case, the powering up of the Shrykull power. They will have to wait for the magic arc, but owllike noises can be heard in the backgrounds of several levels in Abe's Exoddus, perhaps granting them another role.

Chippunkz: A small, annoying chipmunk like creature with the ability to speak.

Spoiler (click to show/hide)

Elums: A race of aloof, bipedal, vaguely horselike creatures with a fondness for honey only outmatched by their hatred for bees. They would probably replace horses.

Spoiler (click to show/hide)

Fireflies: The only difference they appear to possess from their Earth counterparts is a blue colour (though that may be a product of moonlight) and that Mudokon chants led them to form words that gave hints as to the path ahead. That utility is useless without magic, so they'd be harmless vermin for now.

Fleeches: A race of leechlike, vicious creatures who were originally created by Vykkers for sale to young Glukkons, but flushed down the toilet when they grew too large, and ended up living in the jungles of Oddworld. They are also used as guards by some industrial facilities, and war with the native Paramites and Scrabs.

Spoiler (click to show/hide)

Fuzzles: A race of semiintelligent, furry ball-shaped creatures with razor sharp teeth. They are often used for pharmaceutical testing by Vykkers, and would thus be bringable on embark.

Spoiler (click to show/hide)

Gloktigi: A very powerful race of beasts in the same Octigi family as the Glukkons and Oktigi.

Spoiler (click to show/hide)

Note that the Gloktigi in the image above has been cybernetically enhanced. A natural, though sketch, version can be seen earlier under the Oktigi's entry.

Kinto: A strange race of mountain dwelling tripeds whom the Glukkons made an unsucessful attempt at enslaving to carry their Queen. Nothing beyond their physiology and paranoia for anything about their head is known about them.

Spoiler (click to show/hide)

Lusk: Beasts with a relationship to Outlaws. Nothing else is known about them.

Meech: A race of supposedly hunted-to-extinction pack animals known for hunting Elum in the savannahs surrounding Rupture Farms. They were considered a delicacy by Industrials due to their rarity. Their backs had red stripes.

Spoiler (click to show/hide)

Meetles/Mugz: A race which starts off in a larval form and, depending on whether they have a herbivorous or carnivorous diet, evolve either into the peaceful Meetles or the aggressive Mugs, which are used as guards by the Cartel. Meetles and Mugs would likely be implementable as seperate caste's, though their unique dietary maturation system is probably not currently feasible.

Meetles:
Spoiler (click to show/hide)
Mugs:
Spoiler (click to show/hide)

Meep: Cyclopean, unipedal creatures that serve as Oddworld's equivalent of sheep.

Spoiler (click to show/hide)

Mudflub: Creatures that live at the bottom of rivers used to make oil by the Magog Cartel. Nothing else is known of them.

Paramite: A race of yellow, eyeless, hand-faced quadrupeds that, along with Scrabs, are used as guardian creatures for Mudokon sites and tombs. Their reproductive method is unknown, and they can create webs to aid in descent and ascent. They are distressed and immobilized by Mudokon chanting. They are hunted by the Industrials to make Paramite Pies, and live in packs numbering from a few to dozens of Paramites.

Spoiler (click to show/hide)

Ratz: Small, rodentine, grey, green eyed creatures which act as the eyes of the Almighty Raisin outside his cave, infiltrating and spying on Industrial facilities.

Spoiler (click to show/hide)

Scootz/Worry Fish: Tiny blue fish used as food by the Grubbs.

Spoiler (click to show/hide)

Scrabs: Large quadrupeds with no arms and a long, beaked head. They, along with Paramites, serve as guardian creatures to Mudokon sites, and are distressed and immobilized by Mudokon chants. They are hunted by the Industrials for usage in Scrab Cakes, and while aggressive in isolated environments, they are capable of organizing themselves into great herds.

Spoiler (click to show/hide)

Sea Rexes: Massive, eel-like creatures that dwell in Oddworld's oceans. They would fit well as sea semimegabeasts.

Skeeters: A large, flying, mosquitolike insect capable of sucking out the brains of many humanoids.

Slegs: A purple, sewer dwelling, tusked and antennaed version of Slogs. They also menace river banks.

Spoiler (click to show/hide)

Slogs: A red, vicious, doglike race of eyeless bipeds used by the Cartel as guards and Slig pets. Their offspring are known as sloggies.

Spoiler (click to show/hide)

Slurgs: Tiny, jungle dwelling molluscs that live off Fleech offal. They would most likely be purple-coloured vermin.

Spoiler (click to show/hide)

Sniper Wasps: Small, sharp peaked wasplike creatures that can do serious damage to the leather armour of Outlaws.

Stangs: Aquatic creatures resembling a cross between a shark and a jellyfish.

Stingbees: Larger and more aggressive versions of bees found in desert areas, which possess more powerful stings and can prove great distraction to an enemy in combat.

Stunkz: Skunklike creatures which release a gas powerful enough to render most Outlaws completely occupied with vomiting for 10 seconds.

Thudslugs/Riot Slugs: Small, shelled arthropods which can retreat into their shell when startled, and pack a great punch as projectile weapons in this state. Riot Slugs possess a 24 hour lifespan, red shells and explode in mid air. The lifespan would probably have to be lengthened out to 1 year due to the current limits of the MAXAGE tag, but in any case, the fact they explode at the end of their life and in mid air presents a far bigger obstacle (especially with the new body system screwing up SEVERONBREAK), so only Thudslugs seem implementable at present (not sure about their retreat ability, though)/

Thudslug
Spoiler (click to show/hide)
Riot Slug
Spoiler (click to show/hide)

Zappflies: Small insects resembling dragonflies which can be electrically charged to make them potent projectile weapons. Such a mechanic will have to wait until someone comes up with electricity, so for now, they'll just be regular hard shelled desert critters.

Spoiler (click to show/hide)

3
DF General Discussion / It Only Hurts When I Laugh
« on: June 12, 2010, 10:23:10 pm »
Ok, this is a mighty obscure topic, but, believe it or not, it is DF-related.

Has anyone else seen/read the Mad Magazine strip (in the editions I read, it appears in the Strip Club section and is done by one Christopher Baldwin) It Only Hurts When I Laugh and immediately thought of Dwarf Fortress?

It features an amusingly insane, bearded, squat man who does such things as:
  • Turning a profit on his coffeehouse business by adding cocaine to the coffee, and getting numerous people from the town, including an old lady, addicted.
  • Succesfully directing a man browsing his flower shop (after several failed attempts at diagnosing him as having mundane issues relating to an angry girlfriend or spouse) to the chrysanthemums section on the basis that he was caught "parading in her underclothing while listening to Prince and spraying whipped cream on your armpits".
  • While running a Galaxy-class starship, surrendering to an aggresive alien race for destruction on the grounds that he had a terrible headache and coffee was out.
The mismatched priorities, comedic pseudo-sociopathy, beardedness, obsession with drink and sheer lunachy of it all really struck me as quite Dwarfy. What truly made it, though, is that he always seemed genuinely unaware of the bizarreness and inappropriateness of his actions, rather than being a genuine sociopath.

So, is this just me, or have I uncovered a diamond in the rough?

4
DF Modding / Designing a Conical Straw Hat
« on: July 08, 2009, 01:25:51 am »
For the Oriental Fantasy Counterpart Culture I'm putting in, I'd like to have them use the distinctive conical straw hat often seen in places like Vietnam and Cambodia. However, I'm having trouble setting it to use straw specifically as a material, and the wiki has yielded little in the way of item/material modding. Currently, this is the item (at the bottom of item_helm.txt:
Code: [Select]
[ITEM_HELM:ITEM_HELM_ORIENTAL_SUNHAT]
[NAME:conical straw hat:conical straw hats]
[WEIGHT:10]
[VALUE:10]
[BLOCKPOWER:5]
[LAYER:OVER]
[COVERAGE:40]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[HARD]
[PLANT_ALCOHOL:SUBTYPE:GRASS_TAIL_PIG]
[PLANT_ALCOHOL:SUBTYPE:GRASS_WHEAT_CAVE]
[PLANT_ALCOHOL:SUBTYPE:POD_SWEET]
[PLANT_ALCOHOL:SUBTYPE:BERRIES_STRAW_WILD]
[PLANT_ALCOHOL:SUBTYPE:GRASS_LONGLAND]

I know I'm doing something wrong, since jute (from a mod) is showing up as the material the hats of new settlers is made from (also, I've spotted them made of cave spider silk). Is there a way to code it so that this hat will only be made of straw materials?

5
DF Modding / Request: Dark Skinned Human Graphics
« on: July 07, 2009, 07:15:39 am »
I've managed to successfully implement a new race and civ of dark skinned humans in game. I would like to be able to use some nice graphics for them, but thus far searching has turned up nothing in the way of a fantasy counterpart culture for Africa. So, I'd like to request one. Think your typical skirted villager for the peasants (with tools and accessories for the skilled laborers) a mix of tribesmen with spears and plumed, almost Arabian-looking suits of armour for the military, and this:
Spoiler (click to show/hide)
for the nobles. Maybe something like this for the champions:
Spoiler (click to show/hide)
. And something resembling Xerxes in 300 or Shaka Zulu for the king.
 
Doesn't need to be anything fancy. Just needs to be some decent and readable graphics, like Chariot's.
 

6
DF Modding / Quick Question: Does whether a civ is playable..
« on: July 04, 2009, 07:32:03 am »
Influence whether you can trade with it if you aren't a member?

7
DF Dwarf Mode Discussion / Strange Situation Regarding Orders
« on: July 04, 2009, 07:14:47 am »
Ok, I've gotten into a strange and annoying situation.. I've been constructing a tower as part of a kiloproject to set up a long chain of towers coupled with walls checking through crossers for security, but I'm in a pickle. I have no chairs. I have more than 20 dwarves. My manager needs an office to approve the very work order that would build these chairs. He requires an office for the trade broker position, so he presumably cannot trade with the dwarven liaison to get the chairs. Short of killing my dwarves, what ways are there out of this situation?

8
DF Modding / Incredibly Persistant Unrecognized Tile Error
« on: July 03, 2009, 10:26:20 am »
Ok, I've been trying (using http://dffd.wimbli.com/file.php?id=147 as the graphics) to mod in a new race into the game. They have their own entity and creature files:
creature_desertmen.txt:
Code: [Select]

creature_desertmen
[OBJECT:CREATURE]
[CREATURE:DESERTMAN]
 [NAME:desert human:desert humans:desertmennish]
 [TILE:'U'][COLOR:6:0:0]
 [INTELLIGENT]
 [TRANCES]
 [CANOPENDOORS]
 [PREFSTRING:ornate temples]
 [PREFSTRING:belly dancers]
 [PREFSTRING:bazaars]
 [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
 [MAXAGE:50:120]
 [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
 [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
 [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
 [FAT:3]
 [EQUIPS]
 [DIURNAL]
 [SPEECH_MALE:human_male.txt]
 [STANDARD_FLESH]
 [HOMEOTHERM:10067]
 [LAYERING:10]
 [SWIMS_LEARNED][SWIM_SPEED:1000]
 [MUNDANE]
entity_desertmen.txt
Code: [Select]

entity_default
[OBJECT:ENTITY]
[ENTITY:DESERT]
 [INDIV_CONTROLLABLE]
 [CIV_CONTROLLABLE]
 [CREATURE:DESERTMAN]
 [TRANSLATION:HUMAN]
 [DIGGER:ITEM_WEAPON_PICK]
 [WEAPON:ITEM_WEAPON_WHIP]
 [WEAPON:ITEM_WEAPON_AXE_BATTLE]
 [WEAPON:ITEM_WEAPON_HAMMER_WAR]
 [WEAPON:ITEM_WEAPON_SWORD_SHORT]
 [WEAPON:ITEM_WEAPON_SPEAR]
 [WEAPON:ITEM_WEAPON_MACE]
 [WEAPON:ITEM_WEAPON_CROSSBOW]
  [AMMO:ITEM_AMMO_BOLTS]
 [WEAPON:ITEM_WEAPON_BOW]
  [AMMO:ITEM_AMMO_ARROWS]
 [WEAPON:ITEM_WEAPON_PIKE]
 [WEAPON:ITEM_WEAPON_HALBERD]
 [WEAPON:ITEM_WEAPON_SWORD_2H]
 [WEAPON:ITEM_WEAPON_SWORD_LONG]
 [WEAPON:ITEM_WEAPON_MAUL]
 [WEAPON:ITEM_WEAPON_AXE_GREAT]
 [WEAPON:ITEM_WEAPON_FLAIL]
 [WEAPON:ITEM_WEAPON_MORNINGSTAR]
 [WEAPON:ITEM_WEAPON_SCIMITAR]
 [ARMOR:ITEM_ARMOR_CHAINMAIL:UNCOMMON]
 [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
 [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
 [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
 [ARMOR:ITEM_ARMOR_CAPE:RARE]
 [ARMOR:ITEM_ARMOR_VEST:UNCOMMON]
 [ARMOR:ITEM_ARMOR_DRESS:COMMON]
 [ARMOR:ITEM_ARMOR_ROBE:COMMON]
 [HELM:ITEM_HELM_HOOD:COMMON]
 [HELM:ITEM_HELM_TURBAN:COMMON]
 [HELM:ITEM_HELM_MASK:RARE]
 [HELM:ITEM_HELM_VEIL_HEAD:COMMON]
 [HELM:ITEM_HELM_VEIL_FACE:COMMON]
 [HELM:ITEM_HELM_SCARF_HEAD:COMMON]
 [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
 [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 [SHOES:ITEM_SHOES_SHOES:COMMON]
 [SHOES:ITEM_SHOES_BOOTS:UNCOMMON]
 [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
 [SHOES:ITEM_SHOES_SANDAL:UNCOMMON]
 [SHOES:ITEM_SHOES_CHAUSSE:COMMON]
 [SHOES:ITEM_SHOES_SOCKS:COMMON]
 [PANTS:ITEM_PANTS_PANTS:COMMON]
 [PANTS:ITEM_PANTS_GREAVES:UNCOMMON]
 [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
 [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
 [PANTS:ITEM_PANTS_THONG:UNCOMMON]
 [PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
 [PANTS:ITEM_PANTS_BRAIES:RARE]
 [SHIELD:ITEM_SHIELD_SHIELD]
 [SHIELD:ITEM_SHIELD_BUCKLER]
 [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 [TOY:ITEM_TOY_SPEAR]
 [TOY:ITEM_TOY_SHIELD]
 [TOY:ITEM_TOY_TOOLSET]
 [TOY:ITEM_TOY_COINBELT]
 [TOY:ITEM_TOY_HELM]
 [TOY:ITEM_TOY_DRAGON]
 [TOY:ITEM_TOY_DRUM]
 [TOY:ITEM_TOY_CART]
 [TOY:ITEM_TOY_DOLL]
 [TOY:ITEM_TOY_ELEPHANT]
 [TOY:ITEM_TOY_BALL]
 [TOY:ITEM_TOY_DOG]
 [TOY:ITEM_TOY_CAT]
 [TOY:ITEM_TOY_BLOCKS]
 [TOY:ITEM_TOY_ROCKYHORSE]
 [TOY:ITEM_TOY_JEWELRYBOX]
 [TOY:ITEM_TOY_HUMAN]
 [TOY:ITEM_TOY_ELF]
 [TOY:ITEM_TOY_DWARF]
 [TOY:ITEM_TOY_GNOME]
 [TOY:ITEM_TOY_ORC]
 [TOY:ITEM_TOY_CRIB]
 [TOY:ITEM_TOY_WINDMILL]
 [TOY:ITEM_TOY_KING]
 [TOY:ITEM_TOY_QUEEN]
 [TOY:ITEM_TOY_SOLDIER]
 [TOY:ITEM_TOY_BALLISTAE]
 [TOY:ITEM_TOY_CATAPULT]
 [TOY:ITEM_TOY_CASTLE]
 [TOY:ITEM_TOY_JEWELRY]
 [TOY:ITEM_TOY_TEASET]
 [TOY:ITEM_TOY_CROSSBOW]
 [TOY:ITEM_TOY_HUT]
 [TOY:ITEM_ADULT_TOY]
 [TOY:ITEM_TOY_WALL]
 [TOY:ITEM_TOY_TOWER]
 [TOY:ITEM_TOY_WARSHIP]
 [TOY:ITEM_TOY_BOX]
 [TOY:ITEM_TOY_PRINCE]
 [TOY:ITEM_TOY_PRINCESS]
 [TOY:ITEM_TOY_CHAIN]
 [TOY:ITEM_TOY_LEVEL]
 [TOY:ITEM_TOY_MINERHAT]
 [TOY:ITEM_TOY_STILL]
 [TOY:ITEM_TOY_WAND]
 [TOY:ITEM_TOY_KNIGHT]
 [TOY:ITEM_TOY_AUGER]
 [TOY:ITEM_TOY_DRILL]
 [TOY:ITEM_TOY_WAGON]
 [TOY:ITEM_TOY_KOBOLD]
 [TOY:ITEM_TOY_DARKELF]
 [TOY:ITEM_TOY_IMP]
 [TOY:ITEM_TOY_DEMON]
 [TOY:ITEM_TOY_PRIEST]
 [TOY:ITEM_TOY_TREE]
 [TOY:ITEM_TOY_SWINGSET]
 [TOY:ITEM_TOY_SLIDE]
 [TOY:ITEM_TOY_BRIDGE]
 [TOY:ITEM_TOY_PLAYHOUSE]
 [TOY:ITEM_TOY_KAZOO]
 [TOY:ITEM_TOY_FLUTE]
 [TOY:ITEM_TOY_MOBILE]
 [TOY:ITEM_TOY_PINWHEEL]
 [TOY:ITEM_TOY_TOOLBOX]
 [TOY:ITEM_TOY_BARGE]
 [TOY:ITEM_TOY_TOOLBELT]
 [TOY:ITEM_TOY_BUCKLER]
 [TOY:ITEM_TOY_BOBBLEHEAD]
 [TOY:ITEM_TOY_JACKSET]
 [TOY:ITEM_TOY_MARBLES]
 [TOY:ITEM_TOY_MINERCART]
 [TOY:ITEM_TOY_MOUNTAIN]
 [TOY:ITEM_TOY_MAGMAMAN]
 [TOY:ITEM_TOY_POLARBEAR]
 [TOY:ITEM_TOY_MERMAID]
 [TOY:ITEM_TOY_MERMAN]
 [TOY:ITEM_TOY_KINGMERMAN]
 [TOY:ITEM_TOY_CENTAUR]
 [TOY:ITEM_TOY_GRIFFON]
 [TOY:ITEM_TOY_BIN]
 [TOY:ITEM_TOY_CAGETRAP]
 [TOY:ITEM_TOY_DAGGER]
 [TOY:ITEM_TOY_DUNGEON]
 [TOY:ITEM_TOY_HAMMERER]
 [TOY:ITEM_TOY_HORN]
 [TOY:ITEM_TOY_MONKEY]
 [TOY:ITEM_TOY_ALPHABETCARD]
 [TOY:ITEM_TOY_SUNDIAL]
 [TOY:ITEM_TOY_SCYTHE]
 [TOY:ITEM_TOY_BIRD]
 [TOY:ITEM_TOY_TOAD]
 [TOY:ITEM_TOY_FISHINGPOLE]
 [TOY:ITEM_TOY_RATTLE]
 [TOY:ITEM_TOY_SPIDER]
 [TOY:ITEM_TOY_SNAKE]
 [TOY:ITEM_TOY_SHARK]
 [TOY:ITEM_TOY_WHALE]
 [TOY:ITEM_TOY_MINIBREWERY]
 [TOY:ITEM_TOY_MINIMASONRY]
 [TOY:ITEM_TOY_MINIKITCHEN]
 [TOY:ITEM_TOY_MINIKENNEL]
 [TOY:ITEM_TOY_MINIGLASSFURNACE]
 [TOY:ITEM_TOY_MINIKILN]
 [TOY:ITEM_TOY_MINITANNER]
 [TOY:ITEM_TOY_BOARDGAME]
 [TOY:ITEM_TOY_TILES]
 [TOY:ITEM_TOY_GOBLIN]
 [TOY:ITEM_TOY_HOOP]
 [TOY:ITEM_TOY_HORSE]
 [TOY:ITEM_TOY_MAN]
 [TOY:ITEM_TOY_WOMAN]
 [TOY:ITEM_TOY_CENTAURESS]
 [TOY:ITEM_TOY_HOUSE]
 [TOY:ITEM_TOY_DICE]
 [TOY:ITEM_TOY_KNIFE]
 [TOY:ITEM_TOY_BOW]
 [TOY:ITEM_TOY_DUCK]
 [TOY:ITEM_TOY_TOP]
 [TOY:ITEM_TOY_SOLDIER]
 [TOY:ITEM_TOY_MAGGOT]
 [TOY:ITEM_TOY_GADGET]
 [TOY:ITEM_TOY_WIDGET]
 [TOY:ITEM_TOY_SWORDSDWARF]
 [TOY:ITEM_TOY_AXEDWARF]
 [TOY:ITEM_TOY_MACEDWARF]
 [TOY:ITEM_TOY_HAMMERDWARF]
 [TOY:ITEM_TOY_BOWDWARF]
 [TOY:ITEM_TOY_MARKSDWARF]
 [TOY:ITEM_TOY_MINERDWARF]
 [TOY:ITEM_TOY_DWARVESTONEWORKER]
 [TOY:ITEM_TOY_DWARFWOODWORKER]
 [TOY:ITEM_TOY_DWARFJEWELER]
 [TOY:ITEM_TOY_DWARFFARMER]
 [TOY:ITEM_TOY_DWARFRANGER]
 [TOY:ITEM_TOY_DWARFENGINEER]
 [TOY:ITEM_TOY_DWARFNOBLE]
 [TOY:ITEM_TOY_DWARFROYAL]
 [TOY:ITEM_TOY_DWARFROYALF]
 [TOY:ITEM_TOY_DWARFWRESTLER]
 [TOY:ITEM_TOY_DWARFFISHER]
 [TOY:ITEM_TOY_HUMANPEASANT]
 [TOY:ITEM_TOY_SWORDSMAN]
 [TOY:ITEM_TOY_AXEMAN]
 [TOY:ITEM_TOY_MACEMAN]
 [TOY:ITEM_TOY_HAMMERMAN]
 [TOY:ITEM_TOY_BOWMAN]
 [TOY:ITEM_TOY_CROSSBOW]
 [TOY:ITEM_TOY_MINER]
 [TOY:ITEM_TOY_STONEWORKER]
 [TOY:ITEM_TOY_WOODWORKER]
 [TOY:ITEM_TOY_JEWELER]
 [TOY:ITEM_TOY_FARMER]
 [TOY:ITEM_TOY_RANGER]
 [TOY:ITEM_TOY_ENGINEER]
 [TOY:ITEM_TOY_NOBLE]
 [TOY:ITEM_TOY_ROYAL]
 [TOY:ITEM_TOY_WRESTLER]
 [TOY:ITEM_TOY_FISHER]
 [TOY:ITEM_TOY_ELFPEASANT]
 [TOY:ITEM_TOY_ELFSWORDSMAN]
 [TOY:ITEM_TOY_ELFBOWMAN]
 [TOY:ITEM_TOY_ELFMINER]
 [TOY:ITEM_TOY_ELFSTONEWORKER]
 [TOY:ITEM_TOY_ELFWOODWORKER]
 [TOY:ITEM_TOY_ELFJEWELER]
 [TOY:ITEM_TOY_ELFFARMER]
 [TOY:ITEM_TOY_ELFRANGER]
 [TOY:ITEM_TOY_ELFROYAL]
 [TOY:ITEM_TOY_ELFWRESTLER]
 [TOY:ITEM_TOY_ELFFISHER]
 [TOY:ITEM_TOY_CARP]
 [TOY:ITEM_TOOHPICK]
 [TOY:ITEM_TOOTHBRUSH]
 [TOY:ITEM_HAIRBRUSH]
 [TOY:ITEM_COMB]
 [TOY:ITEM_WATERPIPE]
 [TOY:ITEM_HITTERBOX]
 [TOY:ITEM_CHILM]
 [TOY:ITEM_CANE]
 [TOY:ITEM_WALKER]
 [TOY:ITEM_BABYWALKER]
 [TOY:ITEM_BABYSWING]
 [TOY:ITEM_TOY_MUSICBOX]
 [TOY:ITEM_TOY_TOY_SNAKEMAN]
 [TOY:ITEM_TOY_OLM]
 [TOY:ITEM_TOY_CAVE_CROCODILE]
 [TOY:ITEM_TOY_ARMOK FIGURINE]
 [TOY:ITEM_TOY_THREE_TOE_ACTION_FIGURE]
 [TOY:ITEM_TOY_TOADY_ACTION_FIGURE]
 [TOY:ITEM_TOY_HUNGRY_HIPPO_GAME]
 [TOY:ITEM_TOY_DWARF_IN_A_BOX]
 [TOY:ITEM_TOY_TOY_SCREW_PUMP]
 [TOY:ITEM_TOY_BABY_SHAPE_SET]
 [TOY:ITEM_TOY_TOY_PLOW]
 [TOY:ITEM_TOY_TOY_RATTLEBALL]
 [TOY:ITEM_TOY_BALL_AND_CUP_GAME]
 [TOY:ITEM_TOY_PIN_THE_TAIL_ON_THE_GOBLIN]
 [TOY:ITEM_TOY_TOY_LOOM]
 [TOY:ITEM_TOY_BOXING_DWARF_GAME]
 [TOY:ITEM_TOY_TOY_WATERWHEEL]
 [TOY:ITEM_TOY_TEETER_TOTTER]
 [TOY:ITEM_TOY_EAR_PLUGS]
 [TOY:ITEM_TOY_PACIFIER]
 [TOY:ITEM_TOY_CHEW_TOY]
 [TOY:ITEM_TOY_TEETHING_RING]
 [TOY:ITEM_TOY_TOY_BOWLS]
 [TOY:ITEM_TOY_THREE_TOE_ACTION_FIGURE_WITH_REALISTIC_WRESTLING_ACTION]
 [TOY:ITEM_TOY_TOADY_ACTION_FIGURE_WITH_REALISTIC_WRESTLING_ACTION]
 [TOY:ITEM_TOY_ROCKY_ELEPHANT]
 [TOY:ITEM_TOY_ELF_IN_A_BOX]
 [TOY:ITEM_TOY_TOY_SHACKLES]
 [TOY:ITEM_TOY_TOY_BADMINTON_SET]
 [TOY:ITEM_TOY_TOY_MERCHANT_SHIP]
 [TOY:ITEM_TOY_TOY_MECHANISMS]
 [TOY:ITEM_TOY_PIN_THE_EARS_ON_THE_ELF_GAME]
 [TOY:ITEM_TOY_PIN_THE_BEARD_ON_THE_DWARF]
 [TOY:ITEM_TOY_DOGHOUSE]
 [TOY:ITEM_TOY_SCRATCH_POST]
 [TOY:ITEM_TOY_TOY_KENNEL]
 [TOY:ITEM_TOY_BABY_GYM]
 [TOY:ITEM_TOY_TOY_WRESTLING_RING]
 [TOY:ITEM_DWARVEN_FINGER_TRAP]
 [TOY:ITEM_TOY_THREE_TOE_ACTION_FIGURE_WITH_AMAZING_KUNG_FU_GRIP]
 [TOY:ITEM_TOY_TOADY_ACTION_FIGURE_WITH_AMAZING_KUNG_FU_GRIP]
 [TOY:ITEM_TOY_BABY_BATH]
 [TOY:ITEM_TOY_TOY_SNAKEWOMAN]
 [TOY:ITEM_TOY_STROLLER]
 [TOY:ITEM_TOY_FIRE_IMP_FIGURINE]
 [TOY:ITEM_TOY_ARMOK_ FIGURINE_WITH_DEADLY_SMITING_ACTION]
 [TOY:ITEM_TOY_TICKLE_ME_THREE_TOE]
 [TOY:ITEM_TOY_TICKLE_ME_TOADY]
 [TOY:ITEM_TOY_TICKLE_ME_ARMOK]
 [TOY:ITEM_TOY_MANUAL_BREAST_PUMP]
 [TOY:ITEM_TOY_NIPPLE_SHIELD]
 [TOY:ITEM_TOY_BABY_ROCKER_CHAIR]                   
 [TOY:ITEM_TOY_BABY_BRUSH]
 [TOY:ITEM_TOY_BABY_COMB]
 [TOY:ITEM_TOY_PIN_THE_HORNS_ON_ARMOK_GAME]
 [TOY:ITEM_TOY_GOBLIN_PUNCHING_BAG]
 [TOY:ITEM_TOY_TOY_BIRD_CAGE]
 [TOY:ITEM_TOY_JUNGLE_GYM]
 [TOY:ITEM_TOY_MONKEY_BARS]
 [TOY:ITEM_TOY_BOXING_ELF_GAME]
 [TOY:ITEM_TOY_BOXING_GOBLIN_GAME]
 [TOY:ITEM_BIRD_FIGURINE]
 [TOY:ITEM_TOY_NOSE_PLUGS]
 [TOY:ITEM_TOY_FIGURINE_CASE]
 [TOY:ITEM_TOY_DWARF_FORTRESS_BOARD_GAME]
 [TOY:ITEM_TOY_ELF_PUNCHING_BAG]
 [TOY:ITEM_TOY_HAIR_PICK]
 [TOY:ITEM_TOY_BARRETTE]
 [TOY:ITEM_TOY_THREE_TOE_ACTION_FIGURE_WITH_ANAL_HISTORICAL_ACCURACY]
 [TOY:ITEM_TOY_DF_WORLD_TILE]
 [TOY:ITEM_TOY_DF_REGIONAL_TILES]
 [TOY:ITEM_TOY_DF_LOCAL_TILES]
 [TOY:ITEM_TOY_TOADY_ACTION_FIGURE_WITH_INTERCHANGEABLE_STRANGE_MOODS_AND_BONUS_FELL_MOOD]
 [TOY:ITEM_TOY_PIN_THE_EARS_ON_THE_KOBOLD]
 [TOY:ITEM_TOY_TOY_SPADE]
 [TOY:ITEM_TOY_TOY_HOE]
 [TOY:ITEM_TOY_TOY_MOUSE]                                                                                       
 [TOY:ITEM_TOY_STORY_TELLING_THREE_TOE]
 [TOY:ITEM_TOY_TOADY_MARIONETTE]
 [TOY:ITEM_TOY_THREETOE_MARIONETTE]
 [TOY:ITEM_TOY_ARMOK_MARIONETTE]
 [TOY:ITEM_TOY_DWARF_MARIONETTE]
 [TOY:ITEM_TOY_ELF_MARIONETTE]
 [TOY:ITEM_TOY_GOBLIN_MARIONETTE]
 [TOY:ITEM_TOY_HUMAN_MARIONETTE]
 [TOY:ITEM_TOY_KOBOLD_MARIONETTE]
 [TOY:ITEM_TOY_DEMON_MARIONETTE]
 [TOY:ITEM_TOY_FIRE_IMP_MARIONETTE]
 [TOY:ITEM_TOY_ELEPHANT_MARIONETTE]
 [TOY:ITEM_TOY_DWARF_MINER_ACTION_FIGURE_WITH_LEGENDARY_MINING_ACTION]
 [TOY:ITEM_TOY_DWARF_WOODCUTTER_ACTION_FIGURE_WITH_LEGENDARY_WOODCUTTING_ACTION]
 [TOY:ITEM_TOY_ROCKY_CARP]
 [TOY:ITEM_TOY_GIBBON_MARIONETTE]
 [TOY:ITEM_TOY_CARP_MARIONETTE]
 [TOY:ITEM_TOY_HAMMERDWARF_ACTION_FIGURE_WITH_REALISTIC_SMASHING_ACTION]
 [TOY:ITEM_TOY_SWORDDWARF_ACTION_FIGURE_WITH_REALISTIC_SLASHING_ACTION]
 [TOY:ITEM_TOY_FISHERDWARF_ACTION_FIGURE_WITH_REALISTIC_CASTING_ACTION]
 [TOY:ITEM_TOY_TOY_ARCHERY_TARGET]
 [TOY:ITEM_TOY_TOY_ELFDRUID]
 [TOY:ITEM_TOY_TOY_PLATE]
 [TOY:ITEM_TOY_CAT_BED]
 [TOY:ITEM_TOY_ROCKY_WAGON]
 [TOY:ITEM_TOY_ARMOK_BOBBLEHEAD]
 [TOY:ITEM_TOY_GOBLIN_BOBBLEHEAD]
 [TOY:ITEM_TOY_HUMAN_BOBBLEHEAD]
 [TOY:ITEM_TOY_ELF_BOBBLEHEAD]
 [TOY:ITEM_TOY_THREETOE_BOBBLEHEAD]
 [TOY:ITEM_TOY_TOADY_BOBBLEHEAD]
 [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
 [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
 [INSTRUMENT:ITEM_INSTRUMENT_HARP]
 [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
 [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
 [INSTRUMENT:ITEM_INSTRUMENT_CORNET]
 [INSTRUMENT:ITEM_INSTRUMENT_TUBA]
 [INSTRUMENT:ITEM_INSTRUMENT_BARITONE]
 [INSTRUMENT:ITEM_INSTRUMENT_TROMBONE]
 [INSTRUMENT:ITEM_INSTRUMENT_SAXAPHONE_TENOR]
 [INSTRUMENT:ITEM_INSTRUMENT_SAXAPHONE_ALTO]
 [INSTRUMENT:ITEM_INSTRUMENT_SAXAPHONE_SOPRANO]
 [INSTRUMENT:ITEM_INSTRUMENT_SAXAPHONE_BARITONE]
 [INSTRUMENT:ITEM_INSTRUMENT_ACCORDIAN]
 [INSTRUMENT:ITEM_INSTRUMENT_HARMONICA]
 [INSTRUMENT:ITEM_INSTRUMENT_GUITAR]
 [INSTRUMENT:ITEM_INSTRUMENT_GUITAR_BASS]
 [INSTRUMENT:ITEM_INSTRUMENT_BANJO]
 [INSTRUMENT:ITEM_INSTRUMENT_FIDDLE]
 [INSTRUMENT:ITEM_INSTRUMENT_SARRUSOPHONE]
 [INSTRUMENT:ITEM_INSTRUMENT_HORN_FLUGEL]
 [INSTRUMENT:ITEM_INSTRUMENT_KAZOO]
 [INSTRUMENT:ITEM_INSTRUMENT_HUMAN_ARMONIA]
 [CLOTHING]
 [CURRENCY:COPPER:5]
 [CURRENCY:SILVER:25]
 [CURRENCY:GOLD:100]
 [SELECT_SYMBOL:ALL:NAME_DESERT]
 [SELECT_SYMBOL:ALL:NATURE]
 [SELECT_SYMBOL:ALL:HOLY]
 [SELECT_SYMBOL:ALL:MAGIC]
 [SELECT_SYMBOL:ALL:LEADER]
 [SELECT_SYMBOL:ALL:MYTHIC]
 [SELECT_SYMBOL:ALL:ARTIFICE]
 [SELECT_SYMBOL:ALL:COLOR]
 [SELECT_SYMBOL:ALL:MYSTERY]
 [SELECT_SYMBOL:ALL:ASSERTIVE]
 [SELECT_SYMBOL:ALL:NAME_COMMON_RELIGION]
 [SELECT_SYMBOL:ALL:LIGHT]
 [SELECT_SYMBOL:ALL:ORDER]
 [SELECT_SYMBOL:ALL:FAMILY]
 [SELECT_SYMBOL:ALL:TRUTH]
 [SELECT_SYMBOL:ALL:WEALTH]
 [SELECT:SYMBOL:ALL:NAME_BUILDING_TEMPLE]
 [SELECT:SYMBOL:ALL:NAME_WALL]
 [CULL_SYMBOL:ALL:UGLY]
 [CULL_SYMBOL:ALL:UNTOWARD]
 [CULL_SYMBOL:ALL:DOMESTIC]
 [CULL_SYMBOL:ALL:AQUATIC]
 [CULL_SYMBOL:ALL:WILD]
 [CULL_SYMBOL:ALL:NAME_SWAMP]
 [CULL_SYMBOL:ALL:NAME_FOREST]
 [CULL_SYMBOL:ALL:NAME_OCEAN]
 [CULL_SYMBOL:ALL:NAME_GLACIER]
 [CULL_SYMBOL:ALL:NAME_TUNDRA]
 [CULL_SYMBOL:ALL:NAME_GRASSLAND]
 [CULL_SYMBOL:ALL:NAME_HILLS]
 [CULL_SYMBOL:ALL:NAME_LAKE]
 [CULL_SYMBOL:ALL:NAME_ISLAND]
 [CULL_SYMBOL:ALL:NAME_ISLAND_SMALL]
 [USE_ANIMAL_PRODUCTS]
 [COMMON_DOMESTIC_MOUNT]
 [COMMON_DOMESTIC_PACK]
 [COMMON_DOMESTIC_PET]
 [COMMON_DOMESTIC_PULL]
 [RIVER_PRODUCTS]
 [OUTDOOR_FARMING]
 [SUBTERANEAN_CLOTHING]
 [EQUIPMENT_IMPROVEMENTS]
 [MINOR_METAL]
 [BIOME_SUPPORT:OCEAN_TROPICAL:0]
 [BIOME_SUPPORT:OCEAN_TEMPERATE:0]
 [BIOME_SUPPORT:OCEAN_ARCTIC:0]
 [BIOME_SUPPORT:ANY_LAKE:0]
 [BIOME_SUPPORT:ANY_RIVER:4]
 [BIOME_SUPPORT:ANY_POOL:0]
 [BIOME_SUPPORT:ANY_TEMPERATE:0]
 [BIOME_SUPPORT:ANY_TROPICAL:0]
 [BIOME_SUPPORT:ANY_FOREST:0]
 [BIOME_SUPPOT:ANY_SHRUBLAND:0]
 [BIOME_SUPPORT:ANY_GRASSLAND:0]
 [BIOME_SUPPORT:ANY_SAVANNA:0]
 [BIOME_SUPPORT:ANY_WETLAND:0]
 [BIOME_SUPPORT:GLACIER:0]
 [BIOME_SUPPORT:MOUNTAIN:3]
 [BIOME_SUPPORT:DESERT_ROCK:8]
 [BIOME_SUPPORT:DESERT_SAND:10]
 [BIOME_SUPPORT:TUNDRA:0]
 [START_BIOME:ANY_DESERT]
 [DEFAULT_SITE_TYPE:CITY]
 [LIKES_SITE:CITY]
 [TOLERATES_SITE:RUIN]
 [WORLD_CONSTRUCTION:ROAD]
 [WORLD_CONSTRUCTION:TUNNEL]
 [WORLD_CONSTRUCTION:BRIDGE]
 [WORLD_CONSTRUCTION:WALL]
 [START_GROUP_NUMBER:20]
 [MAX_POP_NUMBER:10000]
 [MAX_SITE_POP_NUMBER:120]
 [RELIGION:PANTHEON]
 [WANDERER]
 [SCOUT]
 [PERMITTED_JOB:MINER]
 [PERMITTED_JOB:CARPENTER]
 [PERMITTED_JOB:BOWYER]
 [PERMITTED_JOB:WOODCUTTER]
 [PERMITTED_JOB:ENGRAVER]
 [PERMITTED_JOB:MASON]
 [PERMITTED_JOB:ANIMAL_CARETAKER]
 [PERMITTED_JOB:ANIMAL_TRAINER]
 [PERMITTED_JOB:HUNTER]
 [PERMITTED_JOB:TRAPPER]
 [PERMITTED_JOB:ANIMAL_DISSECTOR]
 [PERMITTED_JOB:FURNACE_OPERATOR]
 [PERMITTED_JOB:WEAPONSMITH]
 [PERMITTED_JOB:ARMORER]
 [PERMITTED_JOB:BLACKSMITH]
 [PERMITTED_JOB:METALCRAFTER]
 [PERMITTED_JOB:GEM_CUTTER]
 [PERMITTED_JOB:GEM_SETTER]
 [PERMITTED_JOB:WOODCRAFTER]
 [PERMITTED_JOB:STONECRAFTER]
 [PERMITTED_JOB:LEATHERWORKER]
 [PERMITTED_JOB:BONE_CARVER]
 [PERMITTED_JOB:WEAVER]
 [PERMITTED_JOB:CLOTHIER]
 [PERMITTED_JOB:GLASSMAKER]
 [PERMITTED_JOB:FISHERMAN]
 [PERMITTED_JOB:FISH_DISSECTOR]
 [PERMITTED_JOB:FISH_CLEANER]
 [PERMITTED_JOB:CHEESE_MAKER]
 [PERMITTED_JOB:MILKER]
 [PERMITTED_JOB:COOK]
 [PERMITTED_JOB:THRESHER]
 [PERMITTED_JOB:MILLER]
 [PERMITTED_JOB:BUTCHER]
 [PERMITTED_JOB:TANNER]
 [PERMITTED_JOB:DYER]
 [PERMITTED_JOB:PLANTER]
 [PERMITTED_JOB:HERBALIST]
 [PERMITTED_JOB:BREWER]
 [PERMITTED_JOB:SOAP_MAKER]
 [PERMITTED_JOB:POTASH_MAKER]
 [PERMITTED_JOB:LYE_MAKER]
 [PERMITTED_JOB:WOOD_BURNER]
 [PERMITTED_JOB:MECHANIC]
 [PERMITTED_JOB:SIEGE_ENGINEER]
 [PERMITTED_JOB:SIEGE_OPERATOR]
 [PERMITTED_JOB:PUMP_OPERATOR]
 [PERMITTED_JOB:CLERK]
 [PERMITTED_JOB:ADMINISTRATOR]
 [PERMITTED_JOB:TRADER]
 [PERMITTED_JOB:ARCHITECT]
 [WILL_ACCEPT_TRIBUTE]
 [ABUSE_BODIES]
 [ACTIVE_SEASON:SUMMER]
 [DIPLOMAT]
 [DIPLOMAT_BODYGUARDS]
 [MERCHANT_BODYGUARDS]
 [MERCHANT_NOBILITY]
 [PROGRESS_TRIGGER_TRADE:2]
 [UNDEAD_CANDIDATE]
 [CAN_HAVE_MILITARY_LEADER]
 [CAN_HAVE_MILITARY_MINOR_LEADER]
 [MAYOR]
 [ETHIC:ASSAULT:ONLY_IF_SANCTIONED]
 [ETHIC:EAT_SAPIENT_KILL:APPALLING]
 [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
 [ETHIC:KILL_ANIMAL:ACCEPTABLE]
 [ETHIC:KILL_ENEMY:ACCEPTABLE]
 [ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
 [ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
 [ETHIC:KILL_PLANT:ACCEPTABLE]
 [ETHIC:LYING:ONLY_IF_SANCTIONED]
 [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
 [ETHIC:MAKE_TROPHY_SAME_RACE:ONLY_IF_SANCTIONED]
 [ETHIC:MAKE_TROPHY_SAPIENT:JUSTIFIED_IF_GOOD_REASON]
 [ETHIC:OATH_BREAKING:PUNISH_SERIOUS]
 [ETHIC:SLAVERY:SHUN]
 [ETHIC:THEFT:PUNISH_SERIOUS]
 [ETHIC:TORTURE_ANIMALS:SHUN]
 [ETHIC:TORTURE_AS_EXAMPLE:ONLY_IF_SANCTIONED]
 [ETHIC:TORTURE_FOR_FUN:SHUN]
 [ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]
 [ETHIC:TREASON:PUNISH_CAPITAL]
 [ETHIC:TRESPASSING:PERSONAL_MATTER]
 [ETHIC:VANDALISM:PUNISH_SERIOUS]

And yet, they would not generate on my maps. To attempt to track down this problem, I created a seperate copied and pasted folder, deleted the saves, made every race save the desertmen unplayable in both adventure and fortress mode, then tried to create a new world. Rejects were spewed out by the dozens, then by the hundreds. I found out about the error log's relation to this and systematically hunted down every last error, save for this:
Quote

Unrecognized Creature Token: [TILE

This is the current state of graphics_haradrim.txt, the graphics txt file for these desertmen:
Code: [Select]

graphics_haradrim
[OBJECT:GRAPHICS]
[TILE_PAGE:HARADRIMS]
 [FILE:civ/haradrims.bmp]
 [TILE_DIM:16:16]
 [PAGE_DIM:12:21]
[CREATURE_GRAPHICS:HUMAN]
 [DEFAULT:HARADRIMS:0:0:AS_IS:DEFAULT]
 [STANDARD:HARADRIMS:0:0:AS_IS:DEFAULT]
 [BABY:HARADRIMS:2:0:AS_IS:DEFAULT]
 [CHILD:HARADRIMS:3:0:AS_IS:DEFAULT]
 [DRUNK:HARADRIMS:4:0:AS_IS:DEFAULT]
 [CHAMPION:HARADRIMS:5:0:AS_IS:DEFAULT]
 [THIEF:HARADRIMS:6:0:AS_IS:DEFAULT]
 [MASTER_THIEF:HARADRIMS:7:0:AS_IS:DEFAULT]
 [MINER:HARADRIMS:0:1:AS_IS:DEFAULT]
 [WOODWORKER:HARADRIMS:0:2:AS_IS:DEFAULT]
 [CARPENTER:HARADRIMS:1:2:AS_IS:DEFAULT]
 [BOWYER:HARADRIMS:2:2:AS_IS:DEFAULT]
 [WOODCUTTER:HARADRIMS:3:2:AS_IS:DEFAULT]
 [STONEWORKER:HARADRIMS:0:3:AS_IS:DEFAULT]
 [ENGRAVER:HARADRIMS:1:3:AS_IS:DEFAULT]
 [MASON:HARADRIMS:2:3:AS_IS:DEFAULT]
 [ARCHITECT:HARADRIMS:3:3:AS_IS:DEFAULT]
 [RANGER:HARADRIMS:0:4:AS_IS:DEFAULT]
 [ANIMAL_CARETAKER:HARADRIMS:1:4:AS_IS:DEFAULT]
 [ANIMAL_TRAINER:HARADRIMS:2:4:AS_IS:DEFAULT]
 [HUNTER:HARADRIMS:3:4:AS_IS:DEFAULT]
 [TRAPPER:HARADRIMS:4:4:AS_IS:DEFAULT]
 [ANIMAL_DISSECTOR:HARADRIMS:5:4:AS_IS:DEFAULT]
 [METALSMITH:HARADRIMS:0:5:AS_IS:DEFAULT]
 [FURNACE_OPERATOR:HARADRIMS:1:5:AS_IS:DEFAULT]
 [WEAPONSMITH:HARADRIMS:2:5:AS_IS:DEFAULT]
 [ARMORER:HARADRIMS:3:5:AS_IS:DEFAULT]
 [BLACKSMITH:HARADRIMS:4:5:AS_IS:DEFAULT]
 [METALCRAFTER:HARADRIMS:5:5:AS_IS:DEFAULT]
 [JEWELER:HARADRIMS:0:6:AS_IS:DEFAULT]
 [GEM_CUTTER:HARADRIMS:1:6:AS_IS:DEFAULT]
 [GEM_SETTER:HARADRIMS:2:6:AS_IS:DEFAULT]
 [CRAFTSMAN:HARADRIMS:0:7:AS_IS:DEFAULT]
 [WOODCRAFTER:HARADRIMS:1:7:AS_IS:DEFAULT]
 [STONECRAFTER:HARADRIMS:2:7:AS_IS:DEFAULT]
 [LEATHERWORKER:HARADRIMS:3:7:AS_IS:DEFAULT]
 [BONE_CARVER:HARADRIMS:4:7:AS_IS:DEFAULT]
 [WEAVER:HARADRIMS:5:7:AS_IS:DEFAULT]
 [CLOTHIER:HARADRIMS:6:7:AS_IS:DEFAULT]
 [GLASSMAKER:HARADRIMS:7:7:AS_IS:DEFAULT]
 [STRAND_EXTRACTOR:HARADRIMS:8:7:AS_IS:DEFAULT]
 [FISHERY_WORKER:HARADRIMS:0:8:AS_IS:DEFAULT]
 [FISHERMAN:HARADRIMS:1:8:AS_IS:DEFAULT]
 [FISH_DISSECTOR:HARADRIMS:2:8:AS_IS:DEFAULT]
 [FISH_CLEANER:HARADRIMS:3:8:AS_IS:DEFAULT]
 [FARMER:HARADRIMS:0:9:AS_IS:DEFAULT]
 [CHEESE_MAKER:HARADRIMS:1:9:AS_IS:DEFAULT]
 [MILKER:HARADRIMS:2:9:AS_IS:DEFAULT]
 [COOK:HARADRIMS:3:9:AS_IS:DEFAULT]
 [THRESHER:HARADRIMS:4:9:AS_IS:DEFAULT]
 [MILLER:HARADRIMS:5:9:AS_IS:DEFAULT]
 [BUTCHER:HARADRIMS:6:9:AS_IS:DEFAULT]
 [TANNER:HARADRIMS:7:9:AS_IS:DEFAULT]
 [DYER:HARADRIMS:8:9:AS_IS:DEFAULT]
 [PLANTER:HARADRIMS:9:9:AS_IS:DEFAULT]
 [HERBALIST:HARADRIMS:10:9:AS_IS:DEFAULT]
 [BREWER:HARADRIMS:11:9:AS_IS:DEFAULT]
 [SOAP_MAKER:HARADRIMS:8:10:AS_IS:DEFAULT]
 [POTASH_MAKER:HARADRIMS:9:10:AS_IS:DEFAULT]
 [LYE_MAKER:HARADRIMS:10:10:AS_IS:DEFAULT]
 [WOOD_BURNER:HARADRIMS:11:10:AS_IS:DEFAULT]
 [ENGINEER:HARADRIMS:0:10:AS_IS:DEFAULT]
 [MECHANIC:HARADRIMS:1:10:AS_IS:DEFAULT]
 [SIEGE_ENGINEER:HARADRIMS:2:10:AS_IS:DEFAULT]
 [SIEGE_OPERATOR:HARADRIMS:3:10:AS_IS:DEFAULT]
 [PUMP_OPERATOR:HARADRIMS:4:10:AS_IS:DEFAULT]
 [RECRUIT:HARADRIMS:0:11:AS_IS:DEFAULT]
 [WRESTLER:HARADRIMS:1:11:AS_IS:DEFAULT]
 [SPEARMAN:HARADRIMS:2:11:AS_IS:DEFAULT]
 [SWORDSMAN:HARADRIMS:3:11:AS_IS:DEFAULT]
 [AXEMAN:HARADRIMS:4:11:AS_IS:DEFAULT]
 [HAMMERMAN:HARADRIMS:5:11:AS_IS:DEFAULT]
 [CROSSBOWMAN:HARADRIMS:6:11:AS_IS:DEFAULT]
 [MACEMAN:HARADRIMS:7:11:AS_IS:DEFAULT]
 [LASHER:HARADRIMS:8:11:AS_IS:DEFAULT]
 [PIKEMAN:HARADRIMS:9:11:AS_IS:DEFAULT]
 [BLOWGUNMAN:HARADRIMS:10:11:AS_IS:DEFAULT]
 [BOWMAN:HARADRIMS:11:11:AS_IS:DEFAULT]
 [MASTER_WRESTLER:HARADRIMS:1:12:AS_IS:DEFAULT]
 [MASTER_SPEARMAN:HARADRIMS:2:12:AS_IS:DEFAULT]
 [MASTER_SWORDSMAN:HARADRIMS:3:12:AS_IS:DEFAULT]
 [MASTER_AXEMAN:HARADRIMS:4:12:AS_IS:DEFAULT]
 [MASTER_HAMMERMAN:HARADRIMS:5:12:AS_IS:DEFAULT]
 [MASTER_CROSSBOWMAN:HARADRIMS:6:12:AS_IS:DEFAULT]
 [MASTER_MACEMAN:HARADRIMS:7:12:AS_IS:DEFAULT]
 [MASTER_LASHER:HARADRIMS:8:12:AS_IS:DEFAULT]
 [MASTER_PIKEMAN:HARADRIMS:9:12:AS_IS:DEFAULT]
 [MASTER_BLOWGUNMAN:HARADRIMS:10:12:AS_IS:DEFAULT]
 [MASTER_BOWMAN:HARADRIMS:11:12:AS_IS:DEFAULT]
 [WRESTLER:HARADRIMS:1:13:AS_IS:GUARD]
 [SPEARMAN:HARADRIMS:2:13:AS_IS:GUARD]
 [SWORDSMAN:HARADRIMS:3:13:AS_IS:GUARD]
 [AXEMAN:HARADRIMS:4:13:AS_IS:GUARD]
 [HAMMERMAN:HARADRIMS:5:13:AS_IS:GUARD]
 [CROSSBOWMAN:HARADRIMS:6:13:AS_IS:GUARD]
 [MACEMAN:HARADRIMS:7:13:AS_IS:GUARD]
 [LASHER:HARADRIMS:8:13:AS_IS:GUARD]
 [PIKEMAN:HARADRIMS:9:13:AS_IS:GUARD]
 [BLOWGUNMAN:HARADRIMS:10:13:AS_IS:GUARD]
 [BOWMAN:HARADRIMS:11:13:AS_IS:GUARD]
 [MASTER_WRESTLER:HARADRIMS:1:14:AS_IS:GUARD]
 [MASTER_SPEARMAN:HARADRIMS:2:14:AS_IS:GUARD]
 [MASTER_SWORDSMAN:HARADRIMS:3:14:AS_IS:GUARD]
 [MASTER_AXEMAN:HARADRIMS:4:14:AS_IS:GUARD]
 [MASTER_HAMMERMAN:HARADRIMS:5:14:AS_IS:GUARD]
 [MASTER_CROSSBOWMAN:HARADRIMS:6:14:AS_IS:GUARD]
 [MASTER_MACEMAN:HARADRIMS:7:14:AS_IS:GUARD]
 [MASTER_LASHER:HARADRIMS:8:14:AS_IS:GUARD]
 [MASTER_PIKEMAN:HARADRIMS:9:14:AS_IS:GUARD]
 [MASTER_BLOWGUNMAN:HARADRIMS:10:14:AS_IS:GUARD]
 [MASTER_BOWMAN:HARADRIMS:11:14:AS_IS:GUARD]
 [WRESTLER:HARADRIMS:1:15:AS_IS:ROYALGUARD]
 [SPEARMAN:HARADRIMS:2:15:AS_IS:ROYALGUARD]
 [SWORDSMAN:HARADRIMS:3:15:AS_IS:ROYALGUARD]
 [AXEMAN:HARADRIMS:4:15:AS_IS:ROYALGUARD]
 [HAMMERMAN:HARADRIMS:5:15:AS_IS:ROYALGUARD]
 [CROSSBOWMAN:HARADRIMS:6:15:AS_IS:ROYALGUARD]
 [MACEMAN:HARADRIMS:7:15:AS_IS:ROYALGUARD]
 [LASHER:HARADRIMS:8:15:AS_IS:ROYALGUARD]
 [PIKEMAN:HARADRIMS:9:15:AS_IS:ROYALGUARD]
 [BLOWGUNMAN:HARADRIMS:10:15:AS_IS:ROYALGUARD]
 [BOWMAN:HARADRIMS:11:15:AS_IS:ROYALGUARD]
 [MASTER_WRESTLER:HARADRIMS:1:16:AS_IS:ROYALGUARD]
 [MASTER_SPEARMAN:HARADRIMS:2:16:AS_IS:ROYALGUARD]
 [MASTER_SWORDSMAN:HARADRIMS:3:16:AS_IS:ROYALGUARD]
 [MASTER_AXEMAN:HARADRIMS:4:16:AS_IS:ROYALGUARD]
 [MASTER_HAMMERMAN:HARADRIMS:5:16:AS_IS:ROYALGUARD]
 [MASTER_CROSSBOWMAN:HARADRIMS:6:16:AS_IS:ROYALGUARD]
 [MASTER_MACEMAN:HARADRIMS:7:16:AS_IS:ROYALGUARD]
 [MASTER_LASHER:HARADRIMS:8:16:AS_IS:ROYALGUARD]
 [MASTER_PIKEMAN:HARADRIMS:9:16:AS_IS:ROYALGUARD]
 [MASTER_BLOWGUNMAN:HARADRIMS:10:16:AS_IS:ROYALGUARD]
 [MASTER_BOWMAN:HARADRIMS:11:16:AS_IS:ROYALGUARD]
 [CLERK:HARADRIMS:8:0:AS_IS:DEFAULT]
 [ADMINISTRATOR:HARADRIMS:8:1:AS_IS:DEFAULT]
 [TRADER:HARADRIMS:8:2:AS_IS:DEFAULT]
 [DRUID:HARADRIMS:9:0:AS_IS:DEFAULT]
 [COUNT:HARADRIMS:11:0:AS_IS:DEFAULT]
 [COUNT_CONSORT:HARADRIMS:11:1:AS_IS:DEFAULT]
 [BARON:HARADRIMS:11:2:AS_IS:DEFAULT]
 [BARON_CONSORT:HARADRIMS:11:3:AS_IS:DEFAULT]
 [DUKE:HARADRIMS:11:4:AS_IS:DEFAULT]
 [DUKE_CONSORT:HARADRIMS:11:5:AS_IS:DEFAULT]
 [KING:HARADRIMS:11:6:AS_IS:DEFAULT]
 [KING_CONSORT:HARADRIMS:11:7:AS_IS:DEFAULT]
 [TAXCOLLECTOR:HARADRIMS:10:0:AS_IS:DEFAULT]
 [EXECUTIONER:HARADRIMS:10:1:AS_IS:DEFAULT]
 [PHILOSOPHER:HARADRIMS:10:2:AS_IS:DEFAULT]
 [ADVISOR:HARADRIMS:10:3:AS_IS:DEFAULT]
 [ALCHEMIST:HARADRIMS:10:4:AS_IS:DEFAULT]
 [DUNGEONMASTER:HARADRIMS:10:5:AS_IS:DEFAULT]
 [MERCHANT:HARADRIMS:8:2:AS_IS:DEFAULT]
 [DIPLOMAT:HARADRIMS:8:3:AS_IS:DEFAULT]
 [OUTPOSTLIAISON:HARADRIMS:8:4:AS_IS:DEFAULT]
 [GUILDREP:HARADRIMS:9:1:AS_IS:DEFAULT]
 [MERCHANTBARON:HARADRIMS:9:2:AS_IS:DEFAULT]
 [MERCHANTPRINCE:HARADRIMS:9:3:AS_IS:DEFAULT]
 [SHOPKEEPER:HARADRIMS:1:1:AS_IS:DEFAULT]
 [MAYOR:HARADRIMS:1:0:AS_IS:DEFAULT]
 [SKELETON:HARADRIMS:0:17:AS_IS:SKELETON]
 [CHILD:HARADRIMS:0:18:AS_IS:SKELETON]
 [WRESTLER:HARADRIMS:1:17:AS_IS:SKELETON]
 [SPEARMAN:HARADRIMS:2:17:AS_IS:SKELETON]
 [SWORDSMAN:HARADRIMS:3:17:AS_IS:SKELETON]
 [AXEMAN:HARADRIMS:4:17:AS_IS:SKELETON]
 [HAMMERMAN:HARADRIMS:5:17:AS_IS:SKELETON]
 [CROSSBOWMAN:HARADRIMS:6:17:AS_IS:SKELETON]
 [MACEMAN:HARADRIMS:7:17:AS_IS:SKELETON]
 [LASHER:HARADRIMS:8:17:AS_IS:SKELETON]
 [MASTER_PIKEMAN:HARADRIMS:9:17:AS_IS:SKELETON]
 [BOWMAN:HARADRIMS:11:17:AS_IS:SKELETON]
 [MASTER_WRESTLER:HARADRIMS:1:18:AS_IS:SKELETON]
 [MASTER_SPEARMAN:HARADRIMS:2:18:AS_IS:SKELETON]
 [MASTER_SWORDSMAN:HARADRIMS:3:18:AS_IS:SKELETON]
 [MASTER_AXEMAN:HARADRIMS:4:18:AS_IS:SKELETON]
 [MASTER_HAMMERMAN:HARADRIMS:5:18:AS_IS:SKELETON]
 [MASTER_CROSSBOWMAN:HARADRIMS:6:18:AS_IS:SKELETON]
 [MASTER_MACEMAN:HARADRIMS:7:18:AS_IS:SKELETON]
 [MASTER_LASHER:HARADRIMS:8:18:AS_IS:SKELETON]
 [MASTER_PIKEMAN:HARADRIMS:9:18:AS_IS:SKELETON]
 [MASTER_BOWMAN:HARADRIMS:11:18:AS_IS:SKELETON]
 [ZOMBIE:HARADRIMS:0:19:AS_IS:ZOMBIE]
 [CHILD:HARADRIMS:0:20:AS_IS:ZOMBIE]
 [WRESTLER:HARADRIMS:1:19:AS_IS:ZOMBIE]
 [SPEARMAN:HARADRIMS:2:19:AS_IS:ZOMBIE]
 [SWORDSMAN:HARADRIMS:3:19:AS_IS:ZOMBIE]
 [AXEMAN:HARADRIMS:4:19:AS_IS:ZOMBIE]
 [HAMMERMAN:HARADRIMS:5:19:AS_IS:ZOMBIE]
 [CROSSBOWMAN:HARADRIMS:6:19:AS_IS:ZOMBIE]
 [MACEMAN:HARADRIMS:7:19:AS_IS:ZOMBIE]
 [LASHER:HARADRIMS:8:19:AS_IS:ZOMBIE]
 [MASTER_PIKEMAN:HARADRIMS:9:19:AS_IS:ZOMBIE]
 [BOWMAN:HARADRIMS:11:19:AS_IS:ZOMBIE]
 [MASTER_WRESTLER:HARADRIMS:1:20:AS_IS:ZOMBIE]
 [MASTER_SPEARMAN:HARADRIMS:2:20:AS_IS:ZOMBIE]
 [MASTER_SWORDSMAN:HARADRIMS:3:20:AS_IS:ZOMBIE]
 [MASTER_AXEMAN:HARADRIMS:4:20:AS_IS:ZOMBIE]
 [MASTER_HAMMERMAN:HARADRIMS:5:20:AS_IS:ZOMBIE]
 [MASTER_CROSSBOWMAN:HARADRIMS:6:20:AS_IS:ZOMBIE]
 [MASTER_MACEMAN:HARADRIMS:7:20:AS_IS:ZOMBIE]
 [MASTER_LASHER:HARADRIMS:8:20:AS_IS:ZOMBIE]
 [MASTER_PIKEMAN:HARADRIMS:9:20:AS_IS:ZOMBIE]
 [MASTER_BOWMAN:HARADRIMS:11:19:AS_IS:ZOMBIE]

I've tried copying and pasting a very similar thing in (it also had a prisoner), changing the tile to U with the same colour configurations as the Haradrim from the Middle Earth mod I took the similar thing from and even setting the tile as null. Yet this error remains annoyingly persistant, and I am at my wits end as to it's cause. Would anyone have knowledge of this error, given my searching of the Internet, the use of this forum's search function and Google's site: function, which has yielded naught but a single thread which turned out to be a save corruption error, while the [tile error and other error log things appear to have been unrelated and could not be replicated by one of the repliers.
 
Is my problem with another file? Is there a known cause for this? I've gone through using the search function through my raw/objects folder as well as testing to see if correspondence of graphics files is encoded anywhere (I had previously, and probably correctly, assumed it worked like creature entity files, with the location being immaterial save for the folder itself. None of the modifications I am using that add new creatures (the Zoo Mod 3, IT and Primitive Civs ones) have any known issues in regards to this, to my knowledge, and I've combed both of their creature files to no avail.

9
I have an extremely bizarre request. I would like graphics for
Spoiler (click to show/hide)
I need only that, plus the text file necessary to make it happen.

10
DF Modding / Praetyre's Species Mod
« on: June 29, 2009, 05:30:06 am »
First version is up, at Megaupload: http://www.megaupload.com/?d=489VN7QU
 
All races are playable in Fortress and Adventure mode, with no changes to dwarves or humans. Elves can now chop wood and make furniture (since that's the only way to make their tree dwellings), gobbos can trade and chop wood with their new battle axes (as well as being able to use common domestic critters), while kobolds can dig, cook, butcher, fish and make their own leather clothing. They still can't chop wood, though. I picture them as light-averse types.
 
Also, there's a new item called a small pick, intended for kobold use as they can't wield the regular one.
 
Feel free to playtest. I'm new to modding, so there may be a couple of bugs related to trade or diplomacy, but I've not done anything particularily spectacular here. As such, this mod will probably be compatible with most mods, and you can use it with any graphics set. It also comes with a basic build for each race to get you started, though seasoned players will no doubt be able to figure out the basics for the new playstyles.

11
DF Dwarf Mode Discussion / My Multi-Leveled, Functioning Fortress
« on: June 23, 2009, 07:59:03 pm »
Well, on it's way: the craft industry and kitchens are yet to go into full speed, as well as the military and magma-based ones, but it's otherwise good to go: http://mkv25.net/dfma/browseby.php?fortressName=Lamkulet+Erith+Kokeb

12
DF Dwarf Mode Discussion / Is This Theme/Challenge Idea Feasible?
« on: June 17, 2009, 06:16:13 pm »
If this is the wrong section, I apologise.

Hello. I'm a relatively new user of Dwarf Fortress, having discovered the game on TVTropes and a Spore fansite a few weeks and many months ago, respectively. I'm greatly enjoying the game, and I'm wondering if this challenge, which TVTropes might call a "Town With A Dark Secret", is feasible. Note that all buildings will, if possible, have flooring in them.

Firstly, set up a fortress in a temperate wilderness woodland area, with 1 miner/mason, 1 architect/mechanic, 2 woodcutter/carpenter, 1 grower/cook, 1 grower/brewer and 1 trader dwarf. Use a pretty basic setup with equipment, but trade in a pick for an axe, and get both a brew-capable and aboveground food (ideally both, and ideally uniseasonal).

Do some stone mining, then set up temporary carpenter's workshops. After that, build two story houses (using wooden walls) with dining rooms, workplaces (if possible) and storage backrooms on the first floor, and bedrooms (about the size you'd expect in a typical family home) on the second floor.

For the grower/brewer's house, make the workplace a bar.

Dig out a small cave for your plump helmets, ideally near to your village. Plant some farms utilizing outdoor seeds, ideally uniseasonal ones like prickled berries.

Build a large, two story house house that will serve as the expedition leader/broker/mayors house, as well as housing a small guard. On the first floor, lay it out with some areas for aesthetics purposes, with statues, a meeting hall and the like. Build the mayor's office, with a door going to the side and through a door and trap filled corridor, culminating in a room with an entryway dropping directly down into the centre of the room below it.

Build a guardroom nearby, with barracks downstairs and a weapons storage area upstairs, with a "closet' guarded by a door (preferably iron) that contains several downwards staircases, going down to one level underground. Link it in a long tunnel to a medium sized, square shaped chamber (which we will build later) (for bonus points, engrave, ideally with something disturbing), and build a grate over the entrance to the chamber.

Build a bedroom or bedrooms upstairs for the houses inhabitants. Leave them unlinked to the barracks armoury.

Find an underground river (or some way of getting water through the tunnel and put a flood gate over another tunnel at an intersection bridging between the path to the chamber and to the water. (For bonus points, use magma). Then, get to work creating a room below the aforementioned room with the dropping entrance, and dig out a pit in the centre of it that is 2 Z-levels deep, digging out the top level first and then sending your dwarves to dig out the bottom level through the tunnel. Put some decorations in the room if you want, and set up some cage traps outside of your dwarves houses and around, say, a small shed with a 3-wide entrance holding a trade depot.

Dig out a small room below the mayor's office with two levers, one connected to the pit-grate, another to the river/magma-grate.

Now, capture some goblins or kobolds. Disarm them to strip them naked, and have them released into the pit mentioned earlier. Give them no food, save for the bodies of anything that has died in there. You can occasionally release the water or magma to clean up the pit and/or drown anything in there, though you will need to manage this to avoid flooding, perhaps using a series of floodgates and hooking them up to more levers in the same room used for the existing ones.

It gets even better if you get elves, because you can create a cannibal horrorshow. Other things you could do include a secret passageway from the lever-room to
Spoiler (click to show/hide)
, which you could make a "guardians of ancient secrets" or "cult" backstory for, getting a butcher and, in his storage room, putting a red herring room with a long pit (perhaps with spikes at the bottom) behind a door, "closet" style. You could also occasionally throw in a single piece of clothing or meat, and let them fight over it (multiple pieces if there are different species-sizes in the room. If you want to be extra cruel, make the only clothing of the wrong gender, so you'll have male goblin deathmatches over dresses (though it won't have any gameplay effect).

What do you think? Is this feasible? Are there major barriers or prerequisites, such as the digging out of the pit, or the transfer of cages around stairs, that I may need to adjust, work around (say, with using ramps instead of stairs down to the pit or dangers (flooding, goblins attacking after being released, etc.) I may need to know of?

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