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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 105517 times)

smakemupagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #435 on: April 10, 2015, 03:37:49 pm »

I have done it, and don't remember food being terribly difficult.  Hunting, ranching jack rats.  Am I wrong in remembering that you can cook meals as long as they contain a meat ingredient?

chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #436 on: April 10, 2015, 03:57:09 pm »

I'm not sure how you are doing it, cause I'm running through food like mad here.
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-Nihil-

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #437 on: April 10, 2015, 06:08:18 pm »

I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/

I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?

I turned off their skulking in the launcher but that didn't change anything when I generated a new world.

People are in fact using Kobolds in this new version though? Seems odd that it isnt working for me when I have not really changed anything.
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RodriguesSting

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #438 on: April 10, 2015, 09:09:33 pm »

I also couldn't generate them on the map, and that also reflected on the embark screen, as I couldn't buy no implements or weapons.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #439 on: April 11, 2015, 03:10:30 am »

The definetly work in the new version. I playtested them and there is a lets-play video of them, and a community fort... all with the 40.x version.
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-Nihil-

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #440 on: April 11, 2015, 03:57:26 pm »

I will figure it out when I actually have time to play then. Always did want to try the Kobolds.
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dimescion

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #441 on: April 23, 2015, 07:36:04 pm »

My civilization has no choppers. Am I screwed?
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Isngrim

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #442 on: May 02, 2015, 04:16:59 pm »

I cant seem to generate a world with Kobolds. I have them set as the only Fort Civ in the Civilizations tab in the launcher. There are tons of civilizations in the world too, but its just elves and humans as the options that I have :/

I'm just brainstorming, but is it possible they maybe they don't appear in the civ list because of skulking?

I turned off their skulking in the launcher but that didn't change anything when I generated a new world.

People are in fact using Kobolds in this new version though? Seems odd that it isnt working for me when I have not really changed anything.
i Believe its because their default site is CAVE,which prevents them from showing up in the local civ screen,i had the same problem,so i switched [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY] and they showed up.

From the Entity token page on the wiki
Spoiler (click to show/hide)
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-Nihil-

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #443 on: May 03, 2015, 07:37:06 pm »

i Believe its because their default site is CAVE,which prevents them from showing up in the local civ screen,i had the same problem,so i switched [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY] and they showed up.

From the Entity token page on the wiki
Spoiler (click to show/hide)

Thanks, this seems to have worked at first glance.
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-Nihil-

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #444 on: May 03, 2015, 09:24:33 pm »

Does the hunting labor work for Kobolds? Therapist keeps saying that they are missing their weapon and they wont go hunting. They are holding blowguns though, with their quivers full of envenomed darts and everything.
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GreyPowerVan

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #445 on: May 04, 2015, 08:57:07 pm »

How long do venoms stay on blowdarts? Forever?

My civilization has no choppers. Am I screwed?

bring a training axe.

Does the hunting labor work for Kobolds? Therapist keeps saying that they are missing their weapon and they wont go hunting. They are holding blowguns though, with their quivers full of envenomed darts and everything.

Yeah this is happening to me.  I just made him military and manually hunted.
« Last Edit: May 04, 2015, 09:04:07 pm by GreyPowerVan »
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Apani

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #446 on: June 20, 2015, 09:32:53 am »

May I criticize the workshops? Designwise, I think they are too big and too sophisticated. And what is all that leather required for? To simulate hide tents?
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Arcvasti

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #447 on: June 20, 2015, 02:20:47 pm »

How long do venoms stay on blowdarts? Forever?

Yes, forever.

And what is all that leather required for? To simulate hide tents?

Yep, leather and wood is for canvas and tent poles respectively.
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Apani

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #448 on: June 20, 2015, 04:18:41 pm »

But they don't look like tents at all and they can't provide any shelter whatsoever... And even if they did, I still don't see why playing indians would be necessary.
Personally I think that it's DF in the first place that currently depicts workshops superficially: it'd be nice if you actually used tools and a table instead of just sitting in the centre of a collection of unspecified objects placed in a 3x3 area which we call "workshop". But that's another matter...
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GreyMasker

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #449 on: June 22, 2015, 07:43:58 pm »

I had a question about the shell crafter. My understanding is that you should be able to tan shells there which then makes them usable for armor but I don't see the option to tan the shells anywhere. I see an option to toughen them with tallow, but no tanning. Is that feature not in yet or am I just missing something? My Kobolds are up to their eyeballs in shells so it'd be nice to use some of them.

Wonderful mod by the way; I'm pretty new to DF in general but I'm having a ton of fun figuring out how to keep these little bastards alive.
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