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Author Topic: Vilous Mod V.00 - Sergals! - For DF [0.31.02]  (Read 45536 times)

chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #60 on: October 18, 2011, 05:06:55 pm »

The [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag let's them butcher intelligent creature corpses. I think I've already put it in though.
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Vellarain

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #61 on: October 18, 2011, 05:50:54 pm »

You did, but I do not see them dragging in kills. They just either leave them outside or dump them in the refuse pile.
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #62 on: October 21, 2011, 02:36:16 am »

Good to see you skie. The version I had was more or less just a personal edit. But seeing people taking interest again sparked me to upload it.

If you do wish to continue it, I think I've gotten most of the north and south sprites done for you. :)

That's a pretty fun take on the sprites that you've got. I went with a smaller head and that was causing some problems with distinction of the different jobs.

I still don't really have the time to continue on this, so I modified the first post in the thread to link to your working sergals. Nice work on that.


PS. This seems to conflict with defense mod somehow, I THINK. Every time I embark, I spawn as wild animals with no skills. Such as stegosaurs or stags. Races which are created by the defense mod. It's impossible to say from the civilization list which are those and which are sergals when embarking.
Sometimes adventure mode also crashes immediately when trying to start with a sergal, as does DF mode when embarking as _possibly_ sergals.
« Last Edit: October 21, 2011, 04:54:12 am by Skie »
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #63 on: October 21, 2011, 05:28:31 am »

When selecting your civ, go to the neighbor screen and check the top race. The very first on that list is the race you're playing as. That's how I've always checked.

But as for the errors and crashing, did you remove the sergal creature raws for the df you aren't using (genesis/vanilla)?
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #64 on: October 21, 2011, 05:39:43 am »

Seems like sergals don't pop up at all on the neighbours list.

And no wonder I always appeared into the game as something strange because Forgotten Beasts were at the top all the time, except for the first civ which seems to be dwarves. Maybe the sergals die out on world gen all the time. Even though the world history export file says otherwise.

And as for your second question, I don't follow.

Nvm I'm dumb. Embarking as sergals works now. Didn't read the installation instructions carefully enough.
« Last Edit: October 21, 2011, 05:50:52 am by Skie »
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #65 on: October 21, 2011, 05:54:44 am »

Lol there you go. Glad you solved it. :)
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #66 on: October 21, 2011, 11:29:19 am »

I noticed that northerns refuse to armorsmith. Weaponsmithing and blacksmithing they do do. They just won't even go to the anvil when I set them to make armor.
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Vellarain

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #67 on: October 21, 2011, 07:46:12 pm »

Hmm, not having that issue at all everything is working on my end as expected. Maybe check your entities file and make sure they are permitted to armor smith, I had to dump a lot of newer permissions from Genesis for Sergals to properly interact with the new items.

I found an new and absolutely annoying problem that is repeating in my games. Commander and Warlord ALWAYS overwrites Captain and Warboss robbing me of the ability to have more than squad and usually leaving me stuck with one squad that I cant alter.

I dropped Captain and Warboss positions for Commander and Squad Lead with [AS_NEEDED] for the number allowed. That seemed to fix the issue permanently with ten plus games and no problems at all.
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #68 on: October 21, 2011, 09:08:39 pm »

Ah found out why for both of those. Just remove the [REPLACED_BY:] tag from the captain, then give warboss [APPOINTED_BY:COMMANDER_SERGAL] as well. That should let you keep both positions.

But as for armoursmithing, I really don't know why it isn't working for you. It works for both me and vellarain (though I sometimes get an issue where warmail isn't make-able, despite being forced). :(
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #69 on: October 25, 2011, 08:27:34 pm »

I think there was some hitch there with the armorsmithing. It didn't work at first, but then it started working.
Should probably add shields to the list of their equipment they can craft. They already pick up shields from dead enemies and use those, but just can't metalsmith them.
Also cloaks should probably be added so they get a bit more protection.

I tried to make a danger room out of wooden sergal training lances, ten per tile... two out of ten sergals died immediately to the lances when I flipped the lever. They don't have enough clothing to survive those I think. Or the lances are just too deadly.
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #70 on: October 26, 2011, 02:39:37 am »

Good idea. I have no idea why I didn't add shields originally. Also fixed the raws so that the captain stops getting replaced and the warboss' are still selectable.

But for the fact that they don't wear enough clothes, I like to think it balances it out as they are already powerhouses in combat, only a tad fragile. :P
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #71 on: October 26, 2011, 05:45:36 am »

I have a feeling they're a bit too fragile right now. I had some naga marksmen attack me and I can't go challenge them with my marksmen because they get hit in the throat so often. I think I had some 17 sergals in the infirmary and 8 of them suffocated. Bolts are scary.

Oh yeah, I've been unable to make my marksmen actually practise against archery targets. Have you tried it with the sergals yet?

I have:
a) Archery targets in a room, shooting direction designated, made into a barracks and set the marksmen group to train.
b) Squad of sergals with crossbows and quivers, scheduled to train both from the military menu and from the squad selection

Instead they seem to be hanging out in the other barracks where the other groups are training, whether I have assigned them there or not.
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #72 on: October 26, 2011, 05:59:17 am »

Did you assign ammo to the marksmen? Open the military screen and press 'f'.
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Skie

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #73 on: October 26, 2011, 04:13:34 pm »

Yeah I had ammo assigned. Plenty of it.

I feel like it might just be some newb mistake because I'm new to the military system, but I just can't get them to train there. I've done it according to df magmawiki.
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chronojiuj

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Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« Reply #74 on: October 26, 2011, 05:07:05 pm »

Were you using this?
http://df.magmawiki.com/index.php/DF2010:Military_F.A.Q.

What stopped their training for me was that I had forgotten to set them to train at both the archery range and the other barracks at the same time.
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