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Author Topic: Kobold Fortress Discussions  (Read 1571 times)

hiphop38

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Kobold Fortress Discussions
« on: November 22, 2013, 03:49:50 am »

I have always been a fan of Kobold Fortress, and have difficulties finding good discussions on the newest version of kobold fortress.

So sense V4 there have been some changes sense I last played, primarily the pick situation. the changelog mentions that one can attain picks at a 10% chance from robbing dwarfs, Drow, or Troglodites, I have yet to have success with that, anyone have success?

Also how far have you all gone with the cutebolds? anyone make it to hfs?
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razorback

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Re: Kobold Fortress Discussions
« Reply #1 on: November 22, 2013, 09:28:03 am »

I recently made a mostly aboveground stronghold completly out of stoneware bricks and planks.

...was quite a pain to aquire the picks for the cellars but after something like 50 tries i managed to get one ;)

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hiphop38

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Re: Kobold Fortress Discussions
« Reply #2 on: November 22, 2013, 12:30:47 pm »

Did they remove the batch kiln to make the earthenware blocks?
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Meph

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Re: Kobold Fortress Discussions
« Reply #3 on: November 22, 2013, 01:44:09 pm »

Yes I did... sounded like everyone just batch-kilned everything... the new clay system is different anyway, with items that need to dry first.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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hiphop38

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Re: Kobold Fortress Discussions
« Reply #4 on: November 22, 2013, 04:15:24 pm »

That makes sense, but how does one dry clay then? I noticed that the clay furnace needs bone dry clay, but I dont know how to dry it out
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Meph

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Re: Kobold Fortress Discussions
« Reply #5 on: November 22, 2013, 04:48:22 pm »

You should have a pottery. It goes like this:
Collect clay.
Shape clay item.
Dry clay item.
Burn/Fire clay item in the oven = stoneware item.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

hiphop38

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Re: Kobold Fortress Discussions
« Reply #6 on: November 22, 2013, 04:52:29 pm »

One more question, From the first version of masterwork till this time, I have been having issues using anything with dye. Is there something I must do to it to process it for use in kobold armor painter, or dwarf pentagram paintings etc...
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Meph

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Re: Kobold Fortress Discussions
« Reply #7 on: November 22, 2013, 05:08:26 pm »

No, but it might be that dye is in bags, which are stored in barrels. DF cant find it, because its within two layers. Try putting it in a stockpile that allows no barrels, then the dwarves will only store the bags of dye there and the reactions should find it. Every other mod would have the same issue btw. Its the same with flour or sugar.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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biglazyman

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Re: Kobold Fortress Discussions
« Reply #8 on: November 24, 2013, 03:52:53 am »

I breeded kobolds with the intent of making a military squad of the same type of them (all viper ect.), but when making the squad it dont let me choose them. Am i doing something wrong?
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Meph

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Re: Kobold Fortress Discussions
« Reply #9 on: November 24, 2013, 05:02:16 am »

The created units are not full civ members, they cant be military or nobles UNLESS they beome historic figures... by killing something, creating a masterwork, anything else that makes them show up in legends. No idea why, but thats how it is... maybe future version of the script can do it automatically, but thats the best I can do atm.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Urist McTeellox

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Re: Kobold Fortress Discussions
« Reply #10 on: November 24, 2013, 05:03:31 am »

I breeded kobolds with the intent of making a military squad of the same type of them (all viper ect.), but when making the squad it dont let me choose them. Am i doing something wrong?

This is a known bug for all races. If an item is spawned on the map, it's not yet a "historical figure" (it has no history), and somehow this prevents them from being drafted into squads.

If your kobold kills something, crafts a masterwork quality item, or otherwise does something of note, they then become available for military service. I don't believe that butchering counts.

I think everyone would love to see a DFHack command that automatically converts newly spawned citizens into historical figures, but I don't think I've seen one yet.  However there might be potential to have an arena or similar thing which allows one to spawn an ultra-weak, dies-in-one-shot creature, just for the purposes of getting citizens to be historic figures.

~ T

Edit: Meph: snap!  :D
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biglazyman

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Re: Kobold Fortress Discussions
« Reply #11 on: May 25, 2014, 06:14:18 am »

I noticed version v4j let choose breeded kobolds for military thk for that ,but i want ask you is possible choose the kobolds that will use secret tunnels?. Keep losing legendary skill is kinda frustrating. And also coke from booze is not working ,the kobold took a booze barrel in the workshop and after long time it give a empty barrel but no coke.
« Last Edit: May 25, 2014, 11:11:57 am by biglazyman »
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