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Author Topic: Kobold Camp  (Read 159264 times)

Personage

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Re: Kobold Camp
« Reply #105 on: November 18, 2008, 11:37:02 pm »

Why do Crossbow-kobolds have normal bows?
Like its hard to make one with a vertical bow and one with a horizontal.

Remember Kobolds are fairly low-tech. The bow just had to be assigned to the crossbow skill so that you could have your military 'bolds equip them.
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Lairian

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Re: Kobold Camp
« Reply #106 on: November 18, 2008, 11:51:34 pm »

Remember Kobolds are fairly low-tech. The bow just had to be assigned to the crossbow skill so that you could have your military 'bolds equip them.

Truth.  I've not experimented with the raw settings for how the mod makes bows work, so I hedged bets; I don't actually know if the bow-wielding kobolds in game are technically bowmen or crossbowmen.  If I can get a definitive answer, I can certainly "turn one sideways".

EDIT (for clarity): my understanding is that the "copper bow"s you see in game are technically crossbows based on skill, so 'bolds wielding them are actually crossbowmen, right?  So I make crossbowmen LOOK like they're wielding bows to match the "hack" solution.  Bowbolds look like they're wielding bows for adventure mode mainly.  I could have saved space by having the code refer to the same icons, but if the hack discrepancy is ever figured out, you can change the bmp without a second trip to graphics_mayday.txt.
« Last Edit: November 18, 2008, 11:56:00 pm by Lairian »
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brenbot

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Re: Kobold Camp
« Reply #107 on: November 19, 2008, 01:00:19 am »

This rocks... but i want to build roofs for my dharling knobbys.
yet... i can't seem to go up any Z levels. Or down for that matter. Did i miss something?
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Gobbo

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Re: Kobold Camp
« Reply #108 on: November 19, 2008, 01:32:19 am »

I can't seem to go up any Z levels. Or down for that matter. Did i miss something?
Yes. Because this uses a version of Mayday's graphics pack, you have to use / and * to change z-level.
If these bug you you can change the controls in the init.txt.
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You'll never be able to look at the chains in your Fortress the same way again.

brenbot

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Re: Kobold Camp
« Reply #109 on: November 19, 2008, 01:43:35 am »

no need for change! but thanks for the heads up, im going to enjoy myself now.
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Brendan

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Re: Kobold Camp
« Reply #110 on: November 19, 2008, 02:39:02 am »

Why do Crossbow-kobolds have normal bows?
Like its hard to make one with a vertical bow and one with a horizontal.
A crossbow is way more than just a 'horizontal bow'.
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Gobbo

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Re: Kobold Camp
« Reply #111 on: November 19, 2008, 02:40:41 am »

A crossbow is way more than just a 'horizontal bow'.
I think he means it's not hard to make in terms of drawing the icons for it, not in terms of actually constructing one.
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You'll never be able to look at the chains in your Fortress the same way again.

The Doctor

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Re: Kobold Camp
« Reply #112 on: November 19, 2008, 09:56:54 am »

Still worked, though. So I don't know what you're saying.

What worked?  You just said the shovels didn't work, that's what I was responding to.
Well, everything else that I added the [RANGE:NO_MATGLOSS:NO_MATGLOSS] to worked.

Don't know why the shovel didn't.
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Footkerchief

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Re: Kobold Camp
« Reply #113 on: November 19, 2008, 10:03:54 am »

Did you generate a new world after adding them?  If it's just a problem with the RANGED tag, they should show up at the forge but not the bowyer.  Maybe RANGED and DIGGER are incompatible.
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The Doctor

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Re: Kobold Camp
« Reply #114 on: November 19, 2008, 10:24:17 am »

Maybe. I did this all in one go, then genned a new world. The rest work fine, but it's the shovel that's not working.

Maybe it is Ranged and Digger incompatibility.
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The Doctor

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Re: Kobold Camp
« Reply #115 on: November 19, 2008, 08:40:20 pm »

How do I make maps that show underground features? I wannnnna.
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Time Kitten

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Re: Kobold Camp
« Reply #116 on: November 19, 2008, 10:57:56 pm »

There is a set of checkboxes in the custom world settings, but that can be overridden by marking the show features area in the init file to always or never.
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The Doctor

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Re: Kobold Camp
« Reply #117 on: November 20, 2008, 03:51:29 pm »

I mean like cave rivers, chasms, adamantine, that stuff.
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sonerohi

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Re: Kobold Camp
« Reply #118 on: November 20, 2008, 04:38:39 pm »

I mean like cave rivers, chasms, adamantine, that stuff.

And thats exactly what time kitten meant. Good show.
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The Doctor

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Re: Kobold Camp
« Reply #119 on: November 20, 2008, 05:01:25 pm »

Oh. >_> I knew that.
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