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Author Topic: Kobold Camp  (Read 158054 times)

Time Kitten

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Re: Kobold Camp
« Reply #120 on: November 20, 2008, 07:52:27 pm »

Ah, jungles are a kobold's friend.  6 layers of dirt. Trees growing at the exact rate to keep my legendary chopper busy, shrubs for 3 full time gatherers.

Seed cooking is probably the most valuable feature I can have.  I'm thinking about cooking the booze too, but not sure I want to yet.

I've spent thrifty and made the impassable sides of my workshops an integral part of my palisade wall, with a winding tunnel under to the jungle, suitable for ambushing attackers. The lopsided common house is pretty full with the migrants (only planning on one year of them anyways) and I'll have to build lopsided houses as soon as the smoking hall and club jackets are completed (cause kobolds is civilized, and need the upmost comfort before any of their needs are addressed)

The only rock I've dug into is just into the first layer of chalk to carve our a kobold skeleton shaped burial chamber.  The rest of the tunnels look very much like caves, with small food stockpiles spread around.

Racoons are my greatest threat yet, giving me one cripple, and filling my larch coffin which I've had encircled with the perpetrators bones.

One miff I have though... bone plate is worth 300.  That's a lot of kittens.
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The Doctor

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Re: Kobold Camp
« Reply #121 on: November 20, 2008, 09:35:38 pm »

Bone plate is awesome. >_>
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Time Kitten

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Re: Kobold Camp
« Reply #122 on: November 20, 2008, 09:55:38 pm »

But not as awesome as turtle shells.
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The Doctor

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Re: Kobold Camp
« Reply #123 on: November 20, 2008, 10:02:45 pm »

Turtle shell plate with groundhog bone greaves, kitten leather high boots, GCS silk gloves, pig tail cloth hat, and obsidian sword. >_>

:D
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Gobbo

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Re: Kobold Camp
« Reply #124 on: November 20, 2008, 10:12:35 pm »

Summer's coming, and so the local kobolds are getting their act together to compete for the chance to be crowned "Miss Driflibrisflibrim". Be forewarned this contest is not for the faint of heart nor the modest of sensibilities.
Spoiler (click to show/hide)
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You'll never be able to look at the chains in your Fortress the same way again.

Time Kitten

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Re: Kobold Camp
« Reply #125 on: November 20, 2008, 10:15:56 pm »

clearly overdressed.
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Aqizzar

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Re: Kobold Camp
« Reply #126 on: November 20, 2008, 10:20:30 pm »

Not gonna win anything in a tube-top.

Also, ProTip: If you're going to commit yourself to an aboveground camp, don't settle somewhere so hot that bones vanish before your crafters can get to them.
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Gobbo

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Re: Kobold Camp
« Reply #127 on: November 21, 2008, 02:46:44 am »

So I heard Toady was implementing growing/cuttable hair soon.
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You'll never be able to look at the chains in your Fortress the same way again.

WorkerDrone

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Re: Kobold Camp
« Reply #128 on: November 21, 2008, 02:55:14 am »

Is he really, or is that just an excuse to get more of your drawings released?
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Footkerchief

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Re: Kobold Camp
« Reply #129 on: November 21, 2008, 03:26:17 am »

Is he really, or is that just an excuse to get more of your drawings released?

Hell yes he is.  Check the dev log.
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FluffyToast J

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Re: Kobold Camp
« Reply #130 on: November 21, 2008, 03:28:52 am »

Well. I'm not sure whether this has been said or not, but after marking every item the kobold traders have for dumping, and they leave, this happens:



Maybe because after marking for dump its classed as belonging to the site, and since a kobold took it offsite it was "stolen".
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Gobbo

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Re: Kobold Camp
« Reply #131 on: November 21, 2008, 03:39:25 am »

No, that's just because any creature with the [item_thief] token leaving with an item counts as having stolen it, even if they brought it to begin with. It's a known conceit of the mod and it's intentionally left in because it means the exported wealth of your fortress is stuck at 0, meaning slower, smaller migrant waves (and also smaller sieges).
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You'll never be able to look at the chains in your Fortress the same way again.

FluffyToast J

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Re: Kobold Camp
« Reply #132 on: November 21, 2008, 06:46:08 am »

Fair enough. It was quite a surprise though to see that come up.
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krige

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Re: Kobold Camp
« Reply #133 on: November 21, 2008, 02:40:38 pm »

Yarr, now this question might sound stupid but I've just modded in a cutebold variant basing mostly on that archived thread, but while I got the cutebold civ working and appearing in the world, I cannot play them. Is there a random chance involved or did I miss some important tags? (I did add civ_controllable)

[ed]Here's them raws:
creature:
Spoiler (click to show/hide)
entity:
Spoiler (click to show/hide)
« Last Edit: November 21, 2008, 02:45:35 pm by krige »
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Gobbo

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Re: Kobold Camp
« Reply #134 on: November 21, 2008, 02:50:06 pm »

You have to remove the [civ_controllable] token from Dwarves.
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You'll never be able to look at the chains in your Fortress the same way again.
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