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Author Topic: Stafforded: A Kobold-Dwarf Cooperative Fort  (Read 2004 times)

BorDr

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Stafforded: A Kobold-Dwarf Cooperative Fort
« on: March 31, 2014, 06:49:31 pm »

  Stafforded was just another expedition, chosen by the King in the traditional manner*, and seven expendables were sent out with a wagon and a dream, just like last time. The site had a brook, plenty of minerals, and more. The weather was calm, the necromancers comfortably far away, the goblins behind a mountain. Yes indeed, thought Catten Rodersigun, this might actually work this time. The most dangerous things around seemed to be Chinchillas, but they could be avoided**, and the plants seemed to be remarkably plantlike‡.

Rodersigun would have thought that nothing could go wrong, but he knew that would invite disaster. So, as the group reached the site marked out on the map, he thought of some suitable inspiring words to tell his fellow pioneers.

"Right then, lads. And Rovod. Strike the earth! Today we- What the hell are those Kobolds doing here!?!"

Spoiler (click to show/hide)

*It involves a map and darts, and a random pick of seven from the census.
**The societies that assumed that small animals are harmless are the ones who usually had to deal with an unexpected swarm of angry cats, badgers or, in once case, an enthralled Duck. The Responsible Rope was not one of these societies.†
†Though the Rope did tend to have marksmen that shot at anything that moved. A trained Ropian Marksdwarf can hit a sprinting Capybara at a hundred paces.
‡Do not laugh at this until you have seen Wormy Tendrils or Staring Eyeballs. Rodersigun once went to a particularly evil biome, and still has nightmares. Especially since he had a steak from the local Fortresses' livestock before he saw the cows grazing on those things.

. . .

"What the soap are those Dwarves doing here!?!" Tolmer shouted. This was not going according to plan!*

Very rarely do Kobolds send out an expedition, unlike Dwarves, who generally send out an expedition twice a week. And, even more unlike the Dwarves, they bring everything they can, rather than two buckets, a camel, a silver battle axe, and every single cat they can shove on the cart.** Kobolds bring hundreds of their own with them, along with countless useless items†, forgetting many that they need†, with the single minded determination to carve out a home, no matter how many cheesemakers they lose.†

In theory, there was a cave here. Tolmir's ancestors mapped out this place themselves, and the map said there was a cave here. Apparently, it either collapsed, or the surveyor was drunk.† In any case, someone needed to figure out who was going to do what here. There could only be one expedition here, and while the dwarves were big, the Kobold combat style, when only equipped with hundreds of their own, was to conscript everyone and then rush at the enemy.†

One of the dwarves was approaching. Perhaps a deal could be struck. Only time could tell. And the bearded ones were hostile, he hoped his countrymen could avenge his death in a massed charge.‡

*A Kobolds plan generally involves grabbing something and running, then hoping the victims did not have any archers nearby. This is also the general plan an Adventurer uses. In this case, they were hoping to steal a large chunk of land.
**That may be the point of the 'expeditions', though- considering the usefulness of eight hundred balls of fur and selfishness, the trip may be to just get as many adorable little demons as far away from the Mountainhomes as fast as dwarvenly possible.
† Just like the Dwarves.
‡ Preferably at, instead of away from, the Dwarves.

. . .

Rovod Nishkastar has been very unhappy lately. He was caught in the rain recently. He was forced at crossbow point to go talk to the Kobold mob ahead of him recently. He has complained of the lack of chairs recently.

. . .

Rovod and Tolmer slowly inched forward. Both attempted to hide behind rocks and other large objects. Both avoided the Chinchillas.*

And both shouted "Friendly?" at the same time. And both came to the same conclusion.

'Not hostile' thought Rovod. 'They seem nice enough, and they aren't trying to steal my left socks, so they are fine by me.'

'Not hostile' thought Tolmer. 'They seem to be cowardly, judging by this one, and possibly manipulable. Very much so.'

They stared at one another, for a minute. To Tolmer's credit, he stepped out from his boulder first. Rovod followed suit, and attempted to look as diplomatic as possible**. Tolmer looked Rovod in the eye, no small feat for a race accustomed to running at the sight of bearded psychopaths, and smiled.

Meanwhile, in the mind that belonged to Rovod was racing. He knew 'Friendly' in Koboldish, sure, but he has not spoken the language since College.† So began a conversation that would go down in history as the defining moment of the decade. Rovod opened his mouth and chose his words carefully. After all, this wasn't in his native language. Still, Rovod thought, I should be fine.

"Good Time, Friend Kobold,"   Spoke the woodcutter, " I Am Tradeblock Of The Fiber-Based-Tying-Material. I Look For Digging Comrades And Wish To Create A Fortress In The Dirt. Would You Care To Help Scratch Rock?"

And thus a legend was born.

*Kobold civilizations avoid small animals because a woodchuck may just be a match for an unarmed Kobold.
** The kind of diplomat that walks around, eating squares of cheese off of toothpicks, and tries not to offend the other ambassadors.
† He majored in Alchemy and minored in Koboldish, then became a woodcutter after he learned that Alchemy is completely useless, and that Koboldish was nearly as stupid.






Good evening, fellow Dwarf Fortress players, I am BorDr, and I began playing this wonderfully complex game a little over three months ago. Now that I have grasped the basic concepts of the game, I have decided to start a fortress. I started it in a nice little biome on a brook, flux stone and plenty of metal.

And Kobolds. Oh god, 248 Kobolds.

Spoiler (click to show/hide)

But they are all friendly.

So I am wondering:

A: Is this normal?

B: Can I take the stuff around them ?

C: Would this be a good Bloodline game, one in which you have to build an aboveground bit for the Kobolds, and a belowground bit for the dwarves?

D: What is the airspeed velocity of an unladen swallow?

E: Will they ever turn hostile?

This is the most interesting embark I have ever had. Possibly the most fun laden if the midden hits the windmill. So, what do you think, and how can I make a Kobold powered magma cannon with this?
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Linkxsc

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #1 on: March 31, 2014, 08:41:20 pm »

Never... EVER seen that happen, so i don't really know.
But you should probably make a backup of the save, and perhaps post it here, I'd kinda like to try that map out there. Maybe they will be friendly.
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Aristion

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #2 on: March 31, 2014, 09:02:09 pm »

Time to experiment! I've seen this with goblin bandit camps but not with kobolds. How old is the world?
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Matoro

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #3 on: April 01, 2014, 01:41:27 am »

Just one word. Awesome.

This is one of the best ideas for an embark, and would works especially well for a succession games. Also, I love your writing style.

To answer your questions, I'm not really sure. It happens often that things that live on your map start as a friendly - for example, if a siege breaks your fort and you relcaim it later, the invaders might be friendly.

I had once an elven ambushers who conquered my fort. I reclaimed, and found those same elves from my fort, but friendly. It didn't last long, though, since when first elven ambush arrived, they suddenly remembered they were bad guys and turned against me. It was a pity, since they had been pretty useful mopping goblin ambushes. So I guess theoretically all those kobolds might turn hostile when you spot first kobold thief. But that's just a theory.

I'm pretty sure you can take their stuff. Just unforbid it. They won't care. Apparently only $$things$$ (like ones in adventure mode shops) are recognized as a property that belongs to somebody.

Also... I was wondering if you could make those kobolds actual parts of your fort. DFHack had commands fo it, but only one I remember is "tweak fixmigrant", which is normally used to turn bugged "friendly" migrants into normal citizens... maybe it will work on other friendly units, too?
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BlackFlyme

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #4 on: April 01, 2014, 03:14:46 am »

I've noticed a few 'absent caves' before. I've seen them appear near or on rivers, like yours. I'm not sure how common it is, but it can happen.

It's just a shame that multi-racial forts won't be in any time soon. But if you really want them to join your fort, you can use the 'tweak makeown' command. I believe 'tweak fixmigrant' only works on dwarves.

The kobolds won't be able to do work for you, but they will still need to eat or drink if they are a part of your civ. Which is a problem, as non-dwarves cannot use wells or drink alcohol, and will need direct access to a water source. So long as the brook doesn't freeze they will be fine. If needed, a subterranean reservoir could be built for them.

And there is a chance that the kobolds will not become hostile when another kobold comes to steal. It depends on which kobold civilization the thieves will be coming from. If it isn't the same civ as the one you embarked on, your little neighbours may actually help fend them off. Or just do nothing. But that's still better than a full-scale riot.
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Button

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #5 on: April 01, 2014, 08:47:07 am »

Nice! Do let us know if they turn hostile when you get a kobold thief.

Unfortunately even if they do stay friendly, they'll pretty much just wander about aimlessly. They won't take shelter in your mountain halls if shit hits the fan, so they'll probably be good for about two ambushes and a siege before they're wiped out. You'll need to tweak makeown them to get them to hang out in the safety of your meeting area, but keep in mind that any kobolds you makeown, you'll also have to feed. They'll essentially be pets that can eat and drink, useless parasites like children that can never grow up and don't even help with harvest. Also, IIRC kobolds are obligate carnivores, so your kobold food will need to be raw meat.

Check on the overseer's screen to see if their ill-gotten booty counts towards your fortress wealth. If it does you may get bigger sieges sooner than you expect, and you'll also get a huge third migrant wave.
« Last Edit: April 01, 2014, 08:52:03 am by Button »
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Glanzor

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #6 on: April 01, 2014, 09:09:50 am »

I had something like that once, in an older version of dwarf fortress.
If things haven't changed, they will ALL turn hostile once the first kobold thief arrives so prepare yourself.

Nice writing skill though. Very pratchettesque. Enjoyed reading this.
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Mudcrab

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #7 on: April 01, 2014, 04:25:38 pm »

This was a very nice read :)

BorDr

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #8 on: April 01, 2014, 05:21:32 pm »

Righty-o, I am uploading the folder 'region 5' to google drive for you all. I assume that's how I do it, as region five is that world.

Expect a link shortly. Science demands experimentation.

The only problem is that I am using a tileset; will that change anything?

EDIT: This should work. Hopefully. Happy Kobold-ing.

https://drive.google.com/file/d/0BwnyAVbRqbMsYnVodmZDMGNQblU/edit?usp=sharing
« Last Edit: April 01, 2014, 05:28:34 pm by BorDr »
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StupidElves

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #9 on: April 01, 2014, 05:38:50 pm »

The cutebolds will live within a great sky tower that I shall build for them!

They will be treated as gods! The gods of the dwarves!
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BlackFlyme

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #10 on: April 01, 2014, 05:49:50 pm »

Tilesets will only bug people using a different tileset than you. Everything may look odd, as rocks, animals, and plants will have different assigned tiles. Though if you know how, it's not hard to fix. Especially if you use something like the lazy newb pack, which can change your tilesets for you.

Anyways, holy hell there are a lot of kobolds. And limestone, clay, and some surface ores and gems. Not a bad embark, if you ignore the tons of kobold garbage.
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BorDr

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #11 on: April 01, 2014, 06:17:47 pm »

I think there was supposed to be a cave. But perhaps because it was on a brook, it spawned all of them on the surface? And if so, is there still a cave there, somewhere?

So. Succession fort? Keep as many Kobolds alive as possible?
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Bumber

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #12 on: April 01, 2014, 08:08:50 pm »

Keep as many Kobolds alive as possible?
I'm not entirely sure why, but now I'm imagining Lemmings, but with kobolds.
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Linkxsc

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Re: Stafforded: A Kobold-Dwarf Cooperative Fort
« Reply #13 on: April 04, 2014, 08:48:44 pm »

... I dunno what i did, but 1 time i opened it, every kabold bumrushed the dorfs, and i got slaughtered. Second try, they just kinda chilled there and i started building a fort. Then lo and behold, after a year so far, they've just milled around, I've got a fort and a degree of military. Not a single kabold thief has come, though 3 goblin snatchers have been caught and killed by the kabolds (surprisingly at no kabold losses).
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