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Author Topic: [KOBOLD] - Bug reports and known issues.  (Read 24738 times)

Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #120 on: September 11, 2013, 05:03:55 am »

Then make suggestions. As is it spawns magma (which I deem a positive side effect, because its the only magma-source kobolds have) and runs misery, doubling all negative thoughts.
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vonsch

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #121 on: September 11, 2013, 08:37:26 am »

I didn't see anything in the upcoming changelog (i) about kobolds not being able to mine ore since it's now a stone. Is this intended? I fired up kobold camp a couple of days ago and landed atop a vein and noticed.

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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #122 on: September 11, 2013, 09:18:41 am »

Then make suggestions. As is it spawns magma (which I deem a positive side effect, because its the only magma-source kobolds have) and runs misery, doubling all negative thoughts.

The magma source workshop allows the filling of magma tankers, so it is not the only source of magma.

Flat out destroying a siege is very powerful and difficult to balance. However, I do have an idea, what if it just delayed a siege? Playing into kobolds penchant for sneakiness and deception, a reaction to trick the siegers into leaving, for a time. As far as implementation goes, as reaction that runs a normal slayrace, without the magma, but also infects the worker with a delayed force siege command. A random delay 2-3 years (or maybe less) with a limited resource as a reagent, gems maybe, would prevent it from being abused. You could try to delay multiple sieges, but the cost would get extreme.

Some intermediate reactions would also be useful; something that just crippled the invaders instead of outright killing them. The normal slayrace works by removing their blood; can you add things into their blood? You could do all kinds of stuff by introducing poisons into the invaders, or a portion of the invaders.

Warlock loot would need another use, perhaps a much needed improvement to kobold's magic system. Something that isn't just stuff ripped off from the orcs.

In general, for a theft based race, they are not as wealth based as I would like.

Not related to the above. All but three of the melee weapons kobolds can use are two-handed for them. Of those three, one is a shovel; one is a knuckle duster, a poor weapon that they cannot make; and the third is a pointy stick. They need more one-handed melee weapons.

They also need some more late game challenges, like a way to HFS. 

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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #123 on: September 11, 2013, 10:15:37 am »

I might give them the ability to dig, but slowly. This means aboveground fort first, then a pick as a late-game tech item.

I cant code AI or delay sieges, and someone might be able to do a more interesting slayrace, but I cant code lua well enough for that.

I do have to note though that you criticise a lot, without offering alternatives. For example "need more one-handed weapons", but dont make suggestions for any you'd like to see. Or "not wealth-based enough", without any solution on how to make them more wealth-based. The suggestion you did make is sadly impossible, about the siegers. ;)

Quote
Death rate due to old age is preventing migration, this is becoming a serious issue. Not even the Tribal Meeting Ground can call them.
I have a very nice and very new solution to that, a breeding warren that pops out new kobolds by reaction. :)

vonsch: I think I changed that... not entirely sure, but I think kobolds can dig ore atm, in my dev.version, which will be released soon, after some polishing.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #124 on: September 11, 2013, 06:55:31 pm »

I cant code AI or delay sieges, and someone might be able to do a more interesting slayrace, but I cant code lua well enough for that.
writing a lua script that calls force siege after a delay is well within your ability.

I do have to note though that you criticise a lot, without offering alternatives. For example "need more one-handed weapons", but dont make suggestions for any you'd like to see. Or "not wealth-based enough", without any solution on how to make them more wealth-based. The suggestion you did make is sadly impossible, about the siegers. ;)

To be blunt, a testers role is to notify you of problems, not fix them for you. The weapon thing should be obvious, make the weapons they can make 1 handed. There are a number of weapons that are 2-handed 275000 which is most likely due to coping and pasting rather than any cognitive process. Go through the weapons and adjust the ones you think kobolds should be able to use, then give them the ability to craft them. Also, the ability to craft cloaks, and mail shirts is needed.

Regarding wealth, you have removed most of their metal industry without replacing it with anything equally interesting. It should not require anyone to tell you this is inherently flawed. At the same time you have a magic system that is border-line useless, as it uses spells designed for big giant Orcs. You can fix both issues by replacing their magic system with an intricate, well thought out, magic system heavily based on precious metals and gems, even more so than the dwarf version. Why, as a race, do Kobolds risk the wrath of well equipped Dwarfs, ect. to steal trinkets? There needs to an answer to such questions built into their tech tree.
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #125 on: September 11, 2013, 09:46:43 pm »

Its not problems. Its your personal point of view. Its not my job to do anything, its my hobby. So cut it down a bit.

Mailshirts, Cloaks, one-handed weapons, a magic system based on gems and precious metals, that I replaced their metal without replacing it with something interesting, thats all your opinion. I dont agree, and if you say: This is broken, I say: No, its working like intended. Kobolds are a low-tech aboveground race with leather armor that are not suited for melee combat. They live in tents and steal their tech from other civs. It makes sense that they use part of the Orc magic, because they steal their magical doodads. They also have druids and their own 5 kobold spells.

If you want to improve the current system, make valid suggestions that are based on knowledge of raws and what can be done. Dont just tell me: THIS IS WRONG (while it cant be wrong, its not bugs, its balancing, which is an interpretation of how you should/can play and what you personally like)

The lua script makes no sense, it would call a siege after a delay... thats not the same as delaying a siege, it would ADD a siege. I certainly cant delay a siege that would otherwise happen.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #126 on: September 12, 2013, 05:43:03 am »

The lua script makes no sense, it would call a siege after a delay... thats not the same as delaying a siege, it would ADD a siege. I certainly cant delay a siege that would otherwise happen.

It would simulate diverting/delaying an existing siege by running slayrace, then running the delayed force siege script. Would need two autosyndrome boulders produced, but that shouldn't be an issue. You might could combine them so the delayed force siege script also does the slayrace part, but I'm not sure as the slayrace script is a ruby script and not LUA.

Loot could be an issue, to address that try copying the slayrace script and commenting out:
Code: [Select]
u.body.blood_count = 0than line. Then using the modified copy for the reactions. It might be a good idea to do this even if you don't opt to change the magma part, as I think it would prevent there from being any loot. I've not tried it though.

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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #127 on: September 12, 2013, 05:49:55 am »

Quote
It would simulate diverting/delaying an existing siege by running slayrace, then running the delayed force siege script.

It would spawn hundrets of items and corpses.
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silentdeth

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #128 on: September 12, 2013, 07:00:32 pm »

that's why I said comment out that line... it wont kill them then, just make them vanish.
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Crunkgnarly

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #129 on: September 12, 2013, 08:21:42 pm »

Ver 3i

Pottery appears to be missing the dry sling bullets reaction. Also the option to fire sling bullets and mechanisms in the Clay oven is not present.
If multiple Pottery workshops are available, my 'bolds have a tendency to drag the greenware to a different pottery shop for the drying steps which is really slowing things down.

Kobolds can dig out the platinum bearing veins, but not the malachite or galena bearing veins. Not sure if this is intended or not.

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zach123b

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #130 on: September 12, 2013, 11:07:29 pm »

version .3h - i can use the "cut farmed spore-tree sapling" using rope reed
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #131 on: September 12, 2013, 11:52:24 pm »

Zach, thats fixed in the current version.

Crunkgnarly: Sling bullets and mechanisms, ok :)

"Kobolds can dig out the platinum bearing veins, but not the malachite or galena bearing veins. " => which tileset?

Silendeth: No, it wouldnt do anything to the invaders. The script kills them through the blood count, if I remove that line, then slayrace does nothing.
« Last Edit: September 13, 2013, 01:14:59 am by Meph »
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razorback

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #132 on: September 13, 2013, 06:06:14 am »

concerning siege delaying, how about this:

when enough enemy squadmembers are killed they normaly start to flee the map.
so when a siege appears, would it be possible to trick the game into "thinking" that the squads are almost defeated and thus making them flee?

like a mapwide wave of fear upon the enemies
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Meph

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #133 on: September 13, 2013, 06:10:55 am »

Maybe? This is really the wrong place for this, this is "suggestions for dfhack", over at the utiltiy board.
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Crunkgnarly

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Re: [KOBOLD] - Bug reports and known issues.
« Reply #134 on: September 13, 2013, 01:31:16 pm »



"Kobolds can dig out the platinum bearing veins, but not the malachite or galena bearing veins. " => which tileset?



It is happening with the Matrix tileset.

Cassiterite, Hematite, and Sphalerite bearing veins are also undiggable .
« Last Edit: September 13, 2013, 02:48:48 pm by Crunkgnarly »
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