No. It's not the one I'm talking about (don't know what yours does). Click on the map, use Overlays at the top, go down to Site Population... and select in that list.
Well, as I think I said, gremlins work just fine as long as you use DT to control them. The functionality as all there in DF, but the UI does not provide it. As long as you hack them to tame (which I do only when becoming citizens) training works fine as well.
If you want to get them in the world through fortress visit, and then apply for residency, I'm not really the one to ask, given my total failure in that regard (though not for lack of trying). However, there are some things that can probably stack the odds:
- Animal people appear only in savage biomes, which means you need to have those. They also somehow migrate to civs from there, so I assume you should have civs in close proximity to the savage biomes.
- The larger the number of savage biomes of the type appropriate for your animal people you have the larger the odds for them to show up. I have no idea how numbers are calculated.
- I would guess that removing the RAWs for all other animal peoples of those biomes ought to increase the odds for the ones you want. This is just a speculation, of course. (And I assume you backup the RAW files before hacking).
- It ought to be possible to pump up the number of a desired animal people once a civ (and sites) has them through DFHack, but I have no idea if that translates into the generation of hist figs that can visit you, though. Examining the goblins with DFHack before accepting the world generated seemed to indicate the number of trolls and beak dogs available to them hadn't been set yet, but animal people are not "monsters". One thing you might want to try is to add a large number of your target animal people to a target civ's site (or multiple sites) very early in world gen (pause, hack, resume). Again, I have no idea what will happen, if anything.
- You could also go further along the modding route and simply introduce Jumping Spider Men (or whatever species you want) as a DF race by plugging them into entity_defaults.txt (I've never done anything like that, but I assume that's how mods like Fortress Defense adds races). I assume others will know how to do that. That ought to give you a civ that can send you caravans (I'd probably go for winter as the trade season), and presumably provide visitors as well. If going in that direction, I'd spend a fair deal of time trying to tweak what plants, equipment, animals, etc. they have access to. I believe there's a mod sub forum if you need help in actually doing anything of this.
Some ideas to burn your time that might otherwise be spent uselessly on "Real Life"...