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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 105064 times)

greycat

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #120 on: June 24, 2014, 10:37:10 am »

Why does making muck root tea, from a pair of muck roots, produce 1 muck root spawn and 2 fisher berry seeds?  None of the other juicing reactions produce the "wrong" seeds....
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #121 on: June 24, 2014, 10:45:04 am »

Why does making muck root tea, from a pair of muck roots, produce 1 muck root spawn and 2 fisher berry seeds?  None of the other juicing reactions produce the "wrong" seeds....
because bugs?
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jonveck

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #122 on: June 24, 2014, 01:37:47 pm »

FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #123 on: June 24, 2014, 01:38:50 pm »

FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
Are you playing with Temperature:Off ?
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dukea42

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #124 on: June 24, 2014, 03:13:56 pm »

Good to be playing kobolds again. I liked most of the new workshop/tent structure.  Will be awesome to see the manual to match so I can plan ahead better, but it's normal for a kobold camp to look chaotic.  Here's my feedback for bug and tweaks.

I had no problems with disappearing shovels, and they seemed to work as intended. I had to make sure my digger was dedicated to the job as they'd often wear out before even being used.  I only got into a couple of soil layers for food storage and to access sand and clay.  Made a simple tomb room and another for beds - each no more than 10x10 in size.  4-5 shovels maybe?

There was one bug with stockpiles I couldn't seem to fix.  Anything not on the same layer wasn't being found for the job.  I don't recall that being a known bug, but usually with other races I have the stockpiles next to the workshops.  I only noticed this because my surface workshops wouldn't pick up anything from the food cellar. (globs for tanning, tallow, etc.).

On the embark screen, I could not see a way to pre-train bola-bolds.  The hammer/bola skill wasn't on the list.  It was previously I thought.

Suggestion for the Kobolds weapons...Hunter migrants showed up with Totem-Slings likely due to it being the crossbow skill (remapped).  Maybe that should swap with the slinger skill (= pike?).  That way something with common ammo from the craftsbold can be made for the hunters.  That or some sort of generic totem-ammo, but that doesn't seem as fun, or even ideal for hunters with only 3 shots per stack (can bullets be assigned to work with 2 different weapons classes?).  Ideally I'd like to see it so that both slingers and totem-slings are crossbow skill, then you have some way to train up kobolds before using the totem-slings and their very expensive ammo. (like dwarves with crossbows and javelin-throwers - one just a large version of the other).  The freed up pike skill could be used for magic wands, the bolas (to be military instead of throwing) or something else new.

EDIT- On the topic of weapon logic.., Lasher seems to fit better for Bolas melee skill. ;)


For new kobold players...I died pretty quickly to elven sworddancers with mithril krisses and armor.  I would recommend limiting your world to only a few simple races like goblins if you want to get a bit further.  Of course that messes up the siege threat to thieving however.

« Last Edit: June 24, 2014, 04:42:00 pm by dukea42 »
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jonveck

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #125 on: June 24, 2014, 03:14:50 pm »

@Meph:
Nope, temperatures are on.  Everything should be default.
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jonveck

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #126 on: June 24, 2014, 03:24:40 pm »

@dukea42:
Particularly when it comes to kobolds -- but the same is true with practically any race for new players -- one needs to dig in and establish a wall.  Granted this is a lot easier with races that can *literally* dig in, but clay walls were the only reason my camp did not fall to a well-armed squad of two dozen dwarfs that arrived to besiege me in early Autumn of the first year.  Luckily I had already clear-cut the immediate area and had enough wood to make a hallway of cage traps -- I only caught half of their warband, but a drowning chamber later and I had over 800 meat and fresh dwarf leather for my workshops.

I like your suggestion for slings (rather than totem-slings) to replace crossbows.
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dukea42

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #127 on: June 24, 2014, 03:45:51 pm »

Yeah, I had a full walled camp and a start of a beautiful ziggurat - all built with smooth plank walls, but they snuck in too close to my draw bridge and 3 was enough to get inside and slaughter the majority of my bolds.  Bone bolas are not enough at close range against root armor and bonerattle does nothing to stop mithril blades.

Oddly the migrants only brought in a couple orge children instead of the usual adults, so that also hindered my defenses.  Because I was waiting to finish the ziggurat to put a druid lodge at the top, I didn't have my secondary form of defense ready yet either.
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omniclasm

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #128 on: June 24, 2014, 05:47:20 pm »

FYI:  I'm playing the latest version and as far as I can tell, my shovels aren't deteriorating.  Not that I'm *really* complaining, but I know that's not how it was intended.  My 'bolds constructed theirs out of a mix of wood and featherwood if there's any chance that makes a difference.
Are you playing with Temperature:Off ?

Shovels deteriorating seems very hit or miss.

I've actually seen a couple deteriorate, but I've also had some last indefinitely.
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greycat

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #129 on: June 24, 2014, 05:48:30 pm »

Observation: I turned on the Mining labor for one kobold, made a shovel, and dug out a bunch of stuff with it.  All seemed to work as intended.  Then later I made another shovel, but the kobold with the Mining labor never picked it up.  I turned on the labor for a second kobold, who happily picked it up and used it.  The same thing happened later, requiring a third kobold to have the labor activated.

After that, I forget exactly how things went, but I was eventually able to get a kobold who had previous Mining skill to pick up a new shovel by deactivating and reactivating the Mining labor.

Theory: when the shovel wears out while in the kobold's inventory, the kobold somehow still has it "assigned" as their Mining shovel, so they won't go seek a new one.  Clearing and resetting the labor clears their "assigned" shovel, and lets them get a new one.

(Unrelated: all my shovels have worn out as promised, so far.)
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #130 on: June 24, 2014, 11:33:38 pm »

Quote
Shovels deteriorating seems very hit or miss.

I've actually seen a couple deteriorate, but I've also had some last indefinitely.
That sounds impossible, as they use a fixed mat and a fixed melting point to got worn. It should either work 100% of the time, or not at all. The outside temperature doesnt matter, since its a fixed temp, just like netherwood.

If anyone has a save with an eternal shovel, please upload it. I want to have a look myself.

The other suggestions look fine. And I want to give elves something lesser than mithril, to make them less dangerous in the beginning. Maybe Moonsilver.  Iron mixed in for the humans as well.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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greycat

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #131 on: June 26, 2014, 02:36:35 pm »

5.08, ASCII tileset, Linux

"Throw slag in the melting pot" just keeps going, and going, and going... my first thought is the BAR size needs to be multiplied by 150, but the reaction uses [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SLAG] and I'm not sure how that works.  I'm afraid setting the REAGENT to 150 might break something, if it can use non-bars as reagents.  (Are there non-bar slag items?)
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #132 on: June 26, 2014, 02:41:17 pm »

Yes, massive slag tools.

You could make two reactions, one 1:TOOL and another with 150:BAR.
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greycat

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #133 on: June 26, 2014, 02:57:59 pm »

5.08, ASCII tileset, Linux

I managed to catch, train, and "milk" some giant brown recluse spiders.  I also made a bunch of bone blowdarts, because I have no idea what I'm doing yet.

Seemed like a good idea to poison the blowdarts, so I asked for a "Coat with imported venom (ammo)" job in the Poisoners Lab.  Somebold grabbed the barrel of venom, 5 stacks of bone blowdarts (5 per stack), and a tallow.  When the job was completed, there were 5 stacks of bone blowdarts in the Lab, only the first of which has a "giant brown recluse spider venom covering".  The others have no covering.
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dukea42

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #134 on: June 26, 2014, 09:50:16 pm »

Hmm. That's going to be an awkward fix with the reaction calling for 25 darts but wood ones come in 25 per stack instead of 5 for bone.  I don't know if the coating code will target multiple stacks.

I believe there is a new poison system in the works that will coat weapons next to the poison barrels as a building item, which will replace the need to coat individual stacks.
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