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Author Topic: Kobold Camp  (Read 159298 times)

Im_Sparks

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  • Half man. Half machine. All messiah.
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Re: Kobold Camp
« Reply #495 on: October 09, 2009, 06:34:53 pm »

Soo.... Anyone care to upload the latest version, with Smelting and [CAN_STONE]. Maybe [STONE_PREF]?

I feel like such a peasant with an outdated version.
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

DracoGriffin

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Re: Kobold Camp
« Reply #496 on: October 09, 2009, 06:37:18 pm »

No "real" valid update since most people have splintered off into their own designs for the Kobolds.
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Im_Sparks

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Re: Kobold Camp
« Reply #497 on: October 09, 2009, 06:39:22 pm »

No "real" valid update since most people have splintered off into their own designs for the Kobolds.

Well, anyone care to upload their Version, with details on changes?
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Cles

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Re: Kobold Camp
« Reply #498 on: October 10, 2009, 05:44:50 am »

Looks like Shadetree has the numbers all crunched there. Should we compile some sort of 'update' with all of the weapons and custom job names in?
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Ampersand

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Re: Kobold Camp
« Reply #499 on: October 10, 2009, 07:46:14 am »

When the next version comes out, I'll be willing to lend a hand as far as modding it into a new Kobold Camp. Until then, though, probably too close to release to worry a lot about making a huge mod like this, as the raw format in the next version will be completely different.
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!!&!!

Cles

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Re: Kobold Camp
« Reply #500 on: October 10, 2009, 05:00:15 pm »

I guess you're right. I was going to make a mod that consisted of some very frightening creatures that were supposed to be made from wrought iron, moved and attacked incredibly fast and that injected poison into dwarves, but when I read that I can make them out of actual iron and make them inject much more Fun poisons in the next version I just decided to wait.
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bobsnewaddress

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Re: Kobold Camp
« Reply #501 on: October 13, 2009, 11:50:28 am »

I've been going into this mod somewhat haphazardly -- I copied down the weapons (shovel/chopper, etc.) & the graphics and pasted them into vanilla Dwarf Fortress, but for some reason I can't embark with shovels or choppers, making the whole thing pointless since I can't cut down any trees or mine any stone to make tools.

How do I fix this?
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Ieb

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Re: Kobold Camp
« Reply #502 on: October 13, 2009, 11:56:56 am »

I recall I once had the same problem, but got around it when I made them as weapons as well as tools.

They still used 'em normally. Hell if I know what caused 'em not to want to recognize 'em as their own tools, but that's modding for you.
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bobsnewaddress

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Re: Kobold Camp
« Reply #503 on: October 13, 2009, 12:32:28 pm »

I recall I once had the same problem, but got around it when I made them as weapons as well as tools.

They still used 'em normally. Hell if I know what caused 'em not to want to recognize 'em as their own tools, but that's modding for you.

They are listed as weapons -- its just that I can't buy them at embark. Kobolds have Axeman to use Choppers and Miner to use Shovels, but I can't seem to get them.
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Ieb

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Re: Kobold Camp
« Reply #504 on: October 13, 2009, 12:54:00 pm »

Then paint me red and call me an idiot, I can't remember what it was then that I did to fix that part.
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bobsnewaddress

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Re: Kobold Camp
« Reply #505 on: October 13, 2009, 04:08:47 pm »

Then paint me red and call me an idiot, I can't remember what it was then that I did to fix that part.

Dang. I know that the modded version posted earlier in the thread lets you buy them at embark, but I don't know what part of the code allows that to happen.
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DracoGriffin

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Re: Kobold Camp
« Reply #506 on: October 13, 2009, 04:24:44 pm »

Post your errorlog.txt. Most likely you have a tag missing a [ or used the wrong syntax; happens all the time.
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Vucar Fikodastesh

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Re: Kobold Camp
« Reply #507 on: October 14, 2009, 10:17:28 am »

I recall I once had the same problem, but got around it when I made them as weapons as well as tools.

They still used 'em normally. Hell if I know what caused 'em not to want to recognize 'em as their own tools, but that's modding for you.

They are listed as weapons -- its just that I can't buy them at embark. Kobolds have Axeman to use Choppers and Miner to use Shovels, but I can't seem to get them.

Did you make sure to list them in the entity file?
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Idiom

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Re: Kobold Camp
« Reply #508 on: October 19, 2009, 02:46:57 pm »

Bump. Someone actually update this? Anyone? This is pretty awesome. Need an updated upload.
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bobsnewaddress

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Re: Kobold Camp
« Reply #509 on: October 20, 2009, 09:56:05 am »

I've been playing this mod with the Civ. Forge unleashed mod bolted onto it. Survival beyond the first year has eluded me so far: I keep getting overwhelmed by Silver Xelics, Dyanasauri & Vamari before my population even hits 40. Still, its fun as hell testing out new survival strategies against enemies that outclass you in every way.
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