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Bards are offering to entertain our citizens! How should they do this?

Singing and dancing and other peaceful forms of- pfffhahahah
- 4 (15.4%)
Ablative meat armour
- 1 (3.8%)
Arena fights against wildlife
- 5 (19.2%)
Arena fights against each other
- 3 (11.5%)
Arena fights against troll wereelks
- 12 (46.2%)
Something else...
- 1 (3.8%)

Total Members Voted: 26


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Author Topic: Thunderdoom - A Succession Goblin Camp [42.05]  (Read 39560 times)

DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #195 on: February 10, 2016, 04:23:42 pm »

If it doesn't work then I have no idea. Could be some weird mod shenanigans.

After a bit of wiki walking and raw examination, they appear to be lacking the [PET_EXOTIC] tag that is required for taming. Is that intentional, Quasar?
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QuQuasar

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #196 on: February 10, 2016, 05:49:43 pm »

On the one hand, I thought I gave Jabberer's the [PET] tag: I didn't think [PET_EXOTIC] was required. On the other, it's possible I lost some of the work I did in creature_next_underground.txt: I was copying files around a bit when I was working on the mod, so it may have accidentally got overwritten.
         
It's probably safest to assume I have no idea what I'm doing and that the mod is derped six ways to saturday.
         
All I can suggest is to add the tag and see if it fixes it.

Sanctume

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #197 on: February 10, 2016, 06:08:39 pm »

can we make dwarves and kobolds pet exotic, so we can butcher and cook them?

ZM5

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #198 on: February 10, 2016, 06:26:08 pm »

can we make dwarves and kobolds pet exotic, so we can butcher and cook them?
No it doesn't work that way. AFAIK [CAN_LEARN] is what makes sentients unbutcherable - another modder made an interaction that removed the tag and it made them butcherable.

DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #199 on: February 10, 2016, 06:30:17 pm »

On the one hand, I thought I gave Jabberer's the [PET] tag: I didn't think [PET_EXOTIC] was required. On the other, it's possible I lost some of the work I did in creature_next_underground.txt: I was copying files around a bit when I was working on the mod, so it may have accidentally got overwritten.
         
It's probably safest to assume I have no idea what I'm doing and that the mod is derped six ways to saturday.
         
All I can suggest is to add the tag and see if it fixes it.

Thy didn't have [PET] or [PET_EXOTIC], it must have gotten removed somewhere down the line. Regardless, I added [PET] and that fixed it.

EDIT: Alas, without nest boxes, we cannot breed them.

can we make dwarves and kobolds pet exotic, so we can butcher and cook them?
No it doesn't work that way. AFAIK [CAN_LEARN] is what makes sentients unbutcherable - another modder made an interaction that removed the tag and it made them butcherable.

Correct, but there's also a bug currently in DF proper where you can't pit, butcher, or do anything with sentients. It'll be fixed in 42.06 whenever that comes out. Which was about a half hour ago. I'll go ahead and move the save to that version so we can actually have some fun with our enemies, if there are no objections.
« Last Edit: February 10, 2016, 06:34:25 pm by DDDragoni »
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Trigon

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #200 on: February 10, 2016, 09:05:30 pm »

Can't we just make nest boxes? I didn't think quasar removed them from the gobbos and I thought I recall them having nest boxes in base ARP
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DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #201 on: February 10, 2016, 10:41:43 pm »

Can't we just make nest boxes? I didn't think quasar removed them from the gobbos and I thought I recall them having nest boxes in base ARP
They're not in the manager menu or the craftgoblin's menu.
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QuQuasar

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #202 on: February 11, 2016, 12:30:29 am »

Can't we just make nest boxes? I didn't think quasar removed them from the gobbos and I thought I recall them having nest boxes in base ARP
No, for whatever reason they're not in the base ARP (I'm guessing because ARP makes as few changes to vanilla as possible, and vanilla goblins don't have nest boxes). It's fixed in the latest version of the mod, but Thunderdoom was made before that, so the Plague of Modesty has no nest boxes (or hives, or jugs, or stepladders, etc).

The animals you recieve every migrant wave should help keep the animal numbers up somewhat, though.

DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #203 on: February 11, 2016, 12:52:14 am »

So I'm using 42.06, but I still can't butcher or impale sentients (Goblins, werelks, or troglodytes.) I can pit them though, so that's something. But the exported wealth bug is most certainly fixed for reasons that you will see later.

I'm having a bit of trouble with designations for mining and treecutting, I'll give it a bit more time to see if its an actual issue or just other stuff getting in the way.
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QuQuasar

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #204 on: February 11, 2016, 01:07:42 am »

I'm having a bit of trouble with designations for mining and treecutting, I'll give it a bit more time to see if its an actual issue or just other stuff getting in the way.
This is almost certainly a uniform thing. Try removing your miners and wood cutters from the squad roster for a while, see if they start working then.

Trigon

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #205 on: February 11, 2016, 01:43:56 am »

Man I hope butchering sentients is fixed before I die. I just want to enter the next life as a fine goblin roast.
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DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #206 on: February 11, 2016, 03:20:18 pm »

I had a crash set me back about a month, nothing important was lost. Future overseers; do not try to specify a Historical Figure for a statue/engraving/etc, it makes the game crash every time.

Legends still worked in a copied save, though, so historical figures aren't entirely broken.
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ZM5

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #207 on: February 11, 2016, 03:34:37 pm »

Is that bug something to do with the new update itself or us porting over the save rather than regenning? Haven't tried fort mode yet in this version.

DDDragoni

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #208 on: February 11, 2016, 06:42:29 pm »

Is that bug something to do with the new update itself or us porting over the save rather than regenning? Haven't tried fort mode yet in this version.

I'm not sure whether it's the mods, is having an old save, or some other quirk, but it's not the version because I've seen other people getting historical figure statues and such done.

In other news, holy shit we are getting a lot of residency petitions now that our exported wealth is counted. I accepted the first few out if habit but they just. Keep. COMING.

Should I keep accepting bards and poets or put some kind of cap on them?
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Gwolfski

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Re: Thunderdoom - A Succession Goblin Camp [42.05]
« Reply #209 on: February 12, 2016, 03:49:32 am »

Accept them all for cannon fodder entertainment
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