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Author Topic: Kobold Camp  (Read 155335 times)

Gobbo

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Re: Kobold Camp
« Reply #75 on: November 18, 2008, 05:25:06 pm »

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You'll never be able to look at the chains in your Fortress the same way again.

Tanase

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Re: Kobold Camp
« Reply #76 on: November 18, 2008, 05:31:09 pm »

*insert more awesomeness*

Bawww.

Why must you make kobolds so damn lovable? It'd only be better if they weren't instantly torn to shreds by creatures in their first week of adventuring. I've lost so many good kobs that way...
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The Doctor

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Re: Kobold Camp
« Reply #77 on: November 18, 2008, 06:38:41 pm »

Hey, somethings messed up. My Kobolds wont put refuse in the refuse pile.

:(


Also, I want bone weapons, for my bone armored slasher. But I dun know how to makes it.

How do I make bone weapons?! (in the RAWs I mean)
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Footkerchief

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Re: Kobold Camp
« Reply #78 on: November 18, 2008, 06:44:34 pm »

Hey, somethings messed up. My Kobolds wont put refuse in the refuse pile.

:(


Also, I want bone weapons, for my bone armored slasher. But I dun know how to makes it.

How do I make bone weapons?! (in the RAWs I mean)

Two methods I know of.  #1 is better.
1) add the RANGED tag temporarily to the weapon, which lets you make it at a bowyer's
2) mod an existing reaction to accept bones and churn out WEAPON:ITEM_WEAPON_MACE:BONE:<creature name of your choice, or NO_MATGLOSS for generic bone>
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The Doctor

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Re: Kobold Camp
« Reply #79 on: November 18, 2008, 06:48:46 pm »

I want to make them at a crafts shop, like how bone platemail and bone armors are made. How would I do that?
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Aqizzar

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Re: Kobold Camp
« Reply #80 on: November 18, 2008, 06:51:32 pm »

You can't.  The only way you can make bone weapons is by adding the fake RANGED tag, and enabling the Bowyer job in the entity file (so Kobs can build the workshop).  Adding [CAN_STONE] lets you make them in the craft workshop, but obviously that's with stone.

Spoiler: My Take on Weapons (click to show/hide)

Make sure to remove the stock dagger if you use that.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
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Footkerchief

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Re: Kobold Camp
« Reply #81 on: November 18, 2008, 06:52:21 pm »

Can't be done yet, a bowyer's is the closest thing, and they'll also be made with the Crossbow-making skill.  Shameless plug for my reactions thread which would allow you to build the things at a Craftsdwarf's with Bone Carving: http://www.bay12games.com/forum/index.php?topic=27242.msg328343#msg328343
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The Doctor

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Re: Kobold Camp
« Reply #82 on: November 18, 2008, 07:03:20 pm »

Damn... do I have to make a new world?
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Footkerchief

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Re: Kobold Camp
« Reply #83 on: November 18, 2008, 07:04:26 pm »

No, neither of those requires regen.
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Deon

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Re: Kobold Camp
« Reply #84 on: November 18, 2008, 07:10:23 pm »

Hey, Gobbo, you have an awesome challenge here!

Just an idea. If you plan to add some clever smelter reactions later you can make a very expensive stone and to call it "a sacred stone" (expensive enough for your kobolds to have just 1 at embark).

The interprete the things: kobolds are wild, they have no gods but as you know usually primitive tribes had some beliefs/prejudices. So they find some very unusual rock and consider it as a sacred relic. And they build a "Sacred Stone Smelter", a shrine for them, and appoint a "furnace operator" who is considered as a Great Priest and wiseman who is the one person allowed to use some ancient clan recipes (smelter reactions). Sadly we can't rename everything (i.e. Smelter -> Shrine), but I think would be OK as it is.
Technology is something "magical" for kobolds so I find this idea funny. And easy to implement too.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Doctor

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Re: Kobold Camp
« Reply #85 on: November 18, 2008, 07:13:16 pm »

That sounds a bit complicated, buddy.

Oh, and about the bone weapons, I'll tell you if it works...

Do I have to take [RANGED] off to use them?
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Deon

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Re: Kobold Camp
« Reply #86 on: November 18, 2008, 07:20:16 pm »

Well, I didn't think that they can't get it without mining on embark, right? Or is the embark stone list dependant on biome only and not the entity skills?

But the temple of simple technology/recipes idea is still here. For the RP sake :D.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Doctor

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Re: Kobold Camp
« Reply #87 on: November 18, 2008, 07:22:39 pm »

Kobolds can mine. They mine with shovels.

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Aqizzar

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Re: Kobold Camp
« Reply #88 on: November 18, 2008, 07:25:53 pm »

That sounds a bit complicated, buddy.

Oh, and about the bone weapons, I'll tell you if it works...

Do I have to take [RANGED] off to use them?

Nope.  They'll use the weapons just fine with the tag on.

I think it might mean that they'll shoot bolts if they manage to get some though.  Let us know if anything weird happens.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

The Doctor

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Re: Kobold Camp
« Reply #89 on: November 18, 2008, 07:28:24 pm »

Something weird did happen.

I added the Bowyer profession to their entity_default file, but they wont let me give them that job, even after I remade the world.

Also, I added just [RANGED] to all weapons that I want, and got rid of the rest. Will that mess it up?
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