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Author Topic: Kobold Camp  (Read 159305 times)

Re: Kobold Camp
« Reply #165 on: November 22, 2008, 08:53:49 pm »

I really like the tileset for this, so I transplanted it over to default DF.  I got everything working, but the colors aren't muted like in the modded version.  How can I fix this?
If you mean what I think you mean, you need to copy the list of colors at the bottom of init.txt and replace your defaults with that. 
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ow did this get here

Himmelhand

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Re: Kobold Camp
« Reply #166 on: November 22, 2008, 11:34:40 pm »

That was it exactly, thanks.
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Aqizzar

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Re: Kobold Camp
« Reply #167 on: November 23, 2008, 02:11:45 am »

Also looking into making bone blocks/furniture and other items, but I'm not very savvy with the smelter reaction format yet -- certainly not enough to swap that in yet.

I don't have any specific suggestions for kobold items (except my clubs and spears), but I'm noticing a rather large problem here.  If you're trying new objects to smelter reactions, kobolds won't be able to make them because they can't work at smelters, not having the furnace operator job.
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Gobbo

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Re: Kobold Camp
« Reply #168 on: November 23, 2008, 03:41:06 am »

If you're trying new objects to smelter reactions, kobolds won't be able to make them because they can't work at smelters, not having the furnace operator job.
Well I'd obviously turn the furnace operator job on and remove the other smelter reactions, effectively making the smelter/furnace-operator set into more of a Kobold tinker.

Also, we take an inside look at Kobold mating rituals. Elusive. Forbidden. Poorly understood.
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Time Kitten

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Re: Kobold Camp
« Reply #169 on: November 23, 2008, 04:04:41 am »

Ah, quite the accurate depiction of my first time.

Second and third as well, for that matter.
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Gobbo

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Re: Kobold Camp
« Reply #170 on: November 23, 2008, 04:13:56 am »

On the bright side, giving the "birds and the bees" talk must be easy on Kobolds.
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Pruvan

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Re: Kobold Camp
« Reply #171 on: November 23, 2008, 05:42:13 am »

Well they must be able to figure it out at some point or other, my kobolds are multiplying like rabbits at the moment.
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Gobbo

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Re: Kobold Camp
« Reply #172 on: November 23, 2008, 06:10:27 am »

That doesn't mean they understand it.
They cuddle really close, and then there's babies. They're not sure how they got there, and don't necessarily see the correlation.
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Xotes

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Re: Kobold Camp
« Reply #173 on: November 23, 2008, 09:39:11 am »

HIPPIES. DAMN THEM.

It's nice they don't have any bows and only five spearmen, though. Everyone else is a wrestler or a unicorn. It's also nice that I was smart enough to make a moat for my little township, and it's VERY nice that my slicer, who got his leg broken at spring, finally got better. After a year.
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YojimboUsaka

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Re: Kobold Camp
« Reply #174 on: November 24, 2008, 12:33:05 am »

Enjoying the Kobold Camp mod and thought I would show what has been happening so far. 

http://mkv25.net/dfma/map-4015-glidreerbis

It was a very rough start.  Got a few immigrants in and had 10 kobolds, then the carp got interested and lost 2, then the grizzly bear showed up and lost 2 more and then the elves showed up and lost on more.  Was down to just 5 scrawny little kobolds trying desperately to not be noticed by anything larger than a rabbit.  Managed to finish the first long house and at least had a place to hide and things started to turn around.  First couple of shooters managed to clear the worst of the carp out and the soon to be warrior chief solved the bear problem.  Once the local hazards were not so hazardous the natural reproductive nature of kobolds took over.  They dont get many immigrants (not many survive the journey I am guessing) but they more than make up for it with homegrown population.  Almost half the total population of 78 is pups.  Will have to spread out soon.  Maybe another camp on the other side of the stream.

Excellent mod!!!  Really enjoying the changes.  Now to just change the artwork to look more Koboldy(?), make things look more tribal and stone age like.  Will work on that hopefully when I get back from Thanksgiving break.

One note... no shields? or am I missing something?  And copper plate mail armor seems a little over the top.  I had pictured them as more in line with American Indian tech level.  No big deal.  Would also think that animal training might be doable for them.  No large animals but something like small lizards or ferrets would be not to powerful as hunter/war animals and maybe a small lizards/frog/toad animal to be their sheep analog. The dreaded kobold woolly toad maybe :)  Just throwing out ideas.

Yoj
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Hakar

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Re: Kobold Camp
« Reply #175 on: November 29, 2008, 06:32:22 am »

Cool mod, here's my current camp: http://mkv25.net/dfma/map-4038-brifishudin

It took me a few seasons to start getting immigrants, but up to 35 now, with only one death (by drowning).
Edit: Make that 5 deaths, I just lost 4 kobolds to an elf siege, though they all died.
« Last Edit: November 29, 2008, 06:38:49 am by Hakar »
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Re: Kobold Camp
« Reply #176 on: November 30, 2008, 01:34:43 am »

http://www.megaupload.com/?d=VVYQ7B6J

DAMN YOU! why must you put it on megaupload and make us suffer the free download time opposed to putting it on DFFD?
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Gobbo

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Re: Kobold Camp
« Reply #177 on: November 30, 2008, 09:59:25 pm »

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woose1

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Re: Kobold Camp
« Reply #178 on: December 01, 2008, 11:28:10 am »

Um... im going to go check the raws....
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woose1

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Re: Kobold Camp
« Reply #179 on: December 01, 2008, 11:30:31 am »

OY!

How do I make them have animals?

I think I have to put in animal training.
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