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Editing 40d Talk:Modding guide
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This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. | This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. | ||
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:No, dwarves will just spam "Task cancelled: dangerous terrain". They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT) | :No, dwarves will just spam "Task cancelled: dangerous terrain". They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT) | ||
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== Fireproof Trees? == | == Fireproof Trees? == | ||
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::::[BOILING_POINT:50000] | ::::[BOILING_POINT:50000] | ||
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008 | :::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008 | ||
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== .txt == | == .txt == | ||
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My word processer won't let me save .txts. Does that matter? | My word processer won't let me save .txts. Does that matter? | ||
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT) | :Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT) | ||
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== Adventure mode? == | == Adventure mode? == | ||
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT) | Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT) | ||
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== Modded creatures not showing? == | == Modded creatures not showing? == | ||
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I really want to kick persians with spartans instead of biting goblins with dwarves. | I really want to kick persians with spartans instead of biting goblins with dwarves. | ||
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT) | [[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT) | ||
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== "Random" civ selection with more than one playable civ == | == "Random" civ selection with more than one playable civ == | ||
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the "nearby civilizations" section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the "random selection" note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST) | In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the "nearby civilizations" section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the "random selection" note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST) | ||
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