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Author Topic: Evil Three ( Not very cool name yet, Kobolds for now! )  (Read 1138 times)

Deto

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Evil Three ( Not very cool name yet, Kobolds for now! )
« on: December 19, 2007, 06:56:00 pm »

Bear with me, I'm a newbie to modding business, so, don't expect anything too fancy yet     :)

This is a simple mod project, a clear goal is kobolds with lots of racial special stuff, equipment, and so on. I'm starting low, just making playable first, then going in to equipment and such.

Features 0.2
* Kobold race fixes, some stupidities killed, some added, woo
+ Gray wolves (Kobold 'wagon puller' and war dog variant, weaker, and not sure if the wagon puller worked out  :)
- No non-kobold friends (unless I failed to do it..)
- Lives in 'that general direction', no notable civilization
* ...and that's about it     :)
--- If this works out, I might tweak the evil three. Goblins, Kobolds and Gnolls as playables, sort of... Bored of dwarfs? No worries! Pit your enemies against them     :)

[ December 20, 2007: Message edited by: Deto ]

[ December 20, 2007: Message edited by: Deto ]

[ December 21, 2007: Message edited by: Deto ]

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Deto

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #1 on: December 20, 2007, 10:29:00 am »

Hmm, did anyone find out how to add new civilizations without killing dwarves? It seems that in this version dwarves die whenever any other race is given [civ_controllable] tag, even if the dwarves still get to keep it :/
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Balsis

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #2 on: December 20, 2007, 01:08:00 pm »

I thought generating the world and then adding Civ Controllable worked.
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Deto

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #3 on: December 20, 2007, 01:24:00 pm »

Oooh, like that, gotta try it out  :)
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Deto

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #4 on: December 21, 2007, 03:04:00 pm »

New additions, version 0_2 is the newest  :)

Other news, hmm... already forgot what I was supposed to write. Oh yeah! Test played for a bit more, they work fine, quite fun, if I may say... They're weak, I had 7 kobolds, 2 with axes, fight off crocodile and axe kobold died and one random peasant  :)

Oh yeah, should the 'distribution' to be seperate .txt files, or post of the 'code' changes instead of actual zip with the new files?

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Armok

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #5 on: December 22, 2007, 10:40:00 am »

Kobolds are NOT evil!  :mad:

They are damn much better than humans or dwarves.

[ Read; this ¤story¤ supersedes easily LOTR, and in awesomeness rivals even DF ]

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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Deto

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #6 on: December 22, 2007, 01:15:00 pm »

Of course not! They're not evil, just not liked by others  :D
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Cajoes

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #7 on: December 22, 2007, 10:12:00 pm »

Are there Kobolds in LOTR?
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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.

Deto

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #8 on: December 23, 2007, 04:51:00 am »

As far as I know, nope  :D Why?
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Helmaroc

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #9 on: December 24, 2007, 12:50:00 pm »

(Bump)


Kobold's Quest Chapter II - Kobold Fortress

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Cajoes

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Re: Evil Three ( Not very cool name yet, Kobolds for now! )
« Reply #10 on: December 26, 2007, 04:25:00 pm »

quote:
Originally posted by Deto:
<STRONG>As far as I know, nope   :D Why?</STRONG>

Well, a load of other fantastical critters are inspired by Tolkien's works in his quest to fill in that blank space in English mythology, and at other points, shamelessly ripped off. Don't just recall Kobolds in any of his works.

Random Trivia:
Kobold has its origins in the german word for goblin, or gnome, and was apparently "a  mischiveous cave spirit" that played merry hell with Old mines, giving the workers a more fanciful explanation than that the pit-props simply rotted through and collapsed.

DnD writers, desperate to fill out the glaringly blank pages of their monster manuals, adopted the Kobold to serve as newbie adventurer blade fodder. :P

Over time the humble 2 hit die wonders went from canoid subspecies, to tiny reptiloid, then back, then diverged. Putting the racial characteristics of a kobolt around the high end of "speculative". - In Blizzard's eight million subcribing Epic Money Grinder, the lowly kobold is viewed as a meager rat-like creature, carving out a meager existance by raiding and holding mines. And a nearly religious devotion to candles.

Back in familiar dnd territory, the kobolds and goblinoid races, despite being essentially the same thing but in different languages. (Originally dark elves, how the heck did they evolve into so many cheap "monster" species?) are at constant war over viable mines/or caves. Resulting in humorous conflicts as one fodder species piledrives another fodder species.

Why kobolds place so much value in mining is unknown, - since they rarely use weapons or armor more complicated than cheap metal daggers and chaingun'esque bows.

I really should not be trying to type up posts with a head cold.. x_X

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Quote from: Roman Proverb
Do not argue against the sun. For it is a lot brighter than you are.