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Author Topic: Kobold Camp  (Read 155355 times)

PTTG??

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Re: Kobold Camp
« Reply #525 on: October 27, 2009, 04:42:18 pm »

IT'S STEEL! STEEEEEEEEL ALL EEEEEEEES!!!

And yes, nobody would have it if you removed the reaction. However, metals with pure ores can still be smelted (that is, since there are stones that have [ORE:IRON:100] or whatever, civs can still smelt those. there's no [ORE:STEEL:100] metals, though, so you need the reaction to smelt it.
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A thousand million pool balls made from precious metals, covered in beef stock.

anomaly

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Re: Kobold Camp
« Reply #526 on: October 27, 2009, 05:14:04 pm »

(flames removed)
« Last Edit: October 29, 2009, 06:35:17 pm by Toady One »
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UristMcGunsmith

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Re: Kobold Camp
« Reply #527 on: October 27, 2009, 05:18:45 pm »

(flames removed)
« Last Edit: October 29, 2009, 06:34:37 pm by Toady One »
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anomaly

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Re: Kobold Camp
« Reply #528 on: October 27, 2009, 06:13:13 pm »

My Kobolds are suddenly getting 'strange moods.'  I explicitly looked through the raws and my kobolds don't have a [trances] tag anywhere.  What is going on?
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Taritus

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Re: Kobold Camp
« Reply #529 on: October 27, 2009, 06:16:21 pm »

Strange moods have nothing to do with the [trANCES] tag.  That happens with everything.  [trANCES] just enables martial trances.
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DracoGriffin

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Re: Kobold Camp
« Reply #530 on: October 27, 2009, 06:17:00 pm »

I believe strange moods are hardcoded. After you reach 20 population, you're able to have them; just have to meet the requirements.
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anomaly

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Re: Kobold Camp
« Reply #531 on: October 27, 2009, 06:25:14 pm »

I had heard somewhere (erroneously, apparently) that races would only get moods if they had the [trances] tag.
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DracoGriffin

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Re: Kobold Camp
« Reply #532 on: October 27, 2009, 08:28:35 pm »

I had heard somewhere (erroneously, apparently) that races would only get moods if they had the [trances] tag.

Yeah, that was the belief before. I believe it was even posted on the wiki for a short while until someone removed it; most likely Albedo since he's been doing an amazing job on authenticating claims.
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darkflagrance

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Re: Kobold Camp
« Reply #533 on: October 27, 2009, 09:53:26 pm »

If you want to play without moods/artifacts, turn off [artifacts] in the init file.

Unfortunately, once you start having them, you can't stop until the next fortress.
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ThreeToe

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Re: Kobold Camp
« Reply #534 on: October 29, 2009, 06:31:55 pm »

UristMcGunsmith and anomaly have received warnings for flaming.  Anomaly has also been muted for 3 days for using bigoted language. 
« Last Edit: October 29, 2009, 06:39:53 pm by ThreeToe »
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Cles

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Re: Kobold Camp
« Reply #535 on: October 31, 2009, 05:35:08 pm »

Oh geeze, I leave for a few weeks and suddenly there are flames. Luckily, Firefighter ThreeToe was here to save the day! Thanks, ThreeToe.

Oh, this reminds me, Kobolds only have three toes. It's canon, everyone.
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Ziusudra

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Re: Kobold Camp
« Reply #536 on: October 31, 2009, 11:34:58 pm »

Good thing that's in the raws then.  ;D

I gave mine tails... that are digits. Too bad when you wear rings in adventure mode they all go on your right thumb. Adventurers must have really long thumbs. :P
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3

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Re: Kobold Camp
« Reply #537 on: October 31, 2009, 11:41:07 pm »

Adventurers must have really long thumbs. :P

Or wear very, very thin rings.

This mod changed my attitude to the game. Much more fun being weak...
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Kobold6

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Re: Kobold Camp
« Reply #538 on: November 01, 2009, 01:29:06 am »

This mod was pretty good, though a few things seemed a bit odd

mostly [CHILD:2][BABY:1][liTTERSIZE:2:6]
3 years to adulthood seems fast. The litter size is a bit large too I think.

Oh well I've already changed it.
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Cles

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Re: Kobold Camp
« Reply #539 on: November 01, 2009, 02:20:24 am »

They're supposed to be really fast breeders, and it's also to compensate for their lack of wealth from trade.
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