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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 103862 times)

Alestance

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #60 on: June 04, 2014, 03:24:03 am »

Apparently I can take keapeople as pets. Will they do menial tasks too, or just hang around in my meeting hut doing nothing? Can Kobolds eat keapeople eggs?

Apparently they can be trained for hunting and war, since I can embark with "War Kea Men" and such. I suppose I'll have to find out how useful this is.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #61 on: June 04, 2014, 03:26:54 am »

They are friendly animal dudes that hang around your fort. Because honey badgers are revered by Kobolds for their combat rage, attacking larger creatures... while they revere Kea for their ability to steal even 2-ton heavy minecarts. And fly away with them.
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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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zach123b

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #62 on: June 04, 2014, 04:54:46 pm »

the trap parcour building takes any weapon trap comp and spits out a random trap comp, based on the skill level of the training kobold
ie: my viper kobold tried training dodging, took a wooden blow dart in and got a masterwork spike back (he has a skill level of 10 in dodging)

i could embark with spirit bears (war or hunting) for around 1000 points

merchants showed up with absolutely nothing and their wagons were single tile
i tried to offer an item but they left it behind (could it be they can't carry stuff?)
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #63 on: June 04, 2014, 05:02:53 pm »

merchants showed up with absolutely nothing and their wagons were single tile
i tried to offer an item but they left it behind (could it be they can't carry stuff?)
The bear is intended, but the empty caravan obviously not. What were the pull / pack animals? Giant Jack Rats?
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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 :::

zach123b

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #64 on: June 04, 2014, 05:33:43 pm »

they had jack rats, not sure if they were giant or not
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #65 on: June 04, 2014, 05:34:14 pm »

I'll upload a fix now.
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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 :::

palu

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #66 on: June 04, 2014, 07:08:36 pm »

Getting these errors in dfhack:
Code: [Select]
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 18 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 14 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 17 units so that their size will grow/thicken.
FixGrowth: Fixed 33 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
\WORKER_ID is not a recognized command.
FixGrowth: Fixed 16 units so that their size will grow/thicken.
\WORKER_ID is not a recognized command.
\LOCATION is not a recognized command.
Last one came after I used the witcher's hut.
Version 5.03
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omniclasm

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #67 on: June 04, 2014, 08:37:44 pm »

They are friendly animal dudes that hang around your fort. Because honey badgers are revered by Kobolds for their combat rage, attacking larger creatures... while they revere Kea for their ability to steal even 2-ton heavy minecarts. And fly away with them.

I really like the idea of a "badger farm" that makes badgers and upgrades them to badgermen and uses them for war...but in actuality the "-men" are pretty useless. They just kind of hang around your fort and are more of a novelty than anything else.
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Alestance

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #68 on: June 04, 2014, 08:39:45 pm »

Can we no longer make nestboxes out of wood? In 5.03 (I'll be checking 5.04 in a moment), I had found that the craftsbold workshop only allows for stone nestboxes to be made.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #69 on: June 05, 2014, 06:44:05 am »

I did not change anything on the nestboxes...  ???
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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 :::

Alestance

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #70 on: June 06, 2014, 01:08:14 am »

Yesterday was quickly became chaotic, but that's over now, and I finally got to relax a bit and play. I don't know why I couldn't make wooden nest boxes in 5.03, but I can in 5.04, so there's that.
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Prapor

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #71 on: June 06, 2014, 05:02:33 am »

Clay bullets for the sling do not work. At manufacturing in Pottery get green-ware bullets, which cannot be dried. Perhaps in raw-files skipped line for the job

Sorry for my English, a have same trouble with him  ::)
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razorback

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #72 on: June 11, 2014, 07:10:41 am »

well... i thought kobolds could eat prepared meals from tallow - now they are all going to starve  ::)
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #73 on: June 13, 2014, 09:07:20 pm »

I'll be doing a few things here next. Anything anyone wants to see added?
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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 :::

DracoGriffin

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #74 on: June 13, 2014, 10:04:56 pm »

I'll start up a v5.07 Kobold Camp and see how things are; especially after all the huge changes you've made with cutting out all the extra stuff.

edit:
Embark profile for Hypno Toad doesn't actually give a Hypno Toad...
« Last Edit: June 13, 2014, 10:23:25 pm by DracoGriffin »
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