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Author Topic: Blood Kobolds  (Read 1925 times)

PTTG??

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Blood Kobolds
« on: December 05, 2008, 03:02:54 pm »

   It is suspected that Kobolds are the favored of Armok, in the sense of "favored targets". But say that Armok, in his infinite carnage, saw fit to bestow these lowly beings with strength, courage, skill, and fury, and so create beings that wandered the land, staying in small clans and striking quickly, erasing villages, retreats, fortresses and towers from the map.
These are the Blood Kobolds, just as secretive as the Low Kobolds, but also fearsome fighters that attack without warning or reason, and vanish, existing only to spill blood, blood for ARMOK.

Paste this into creature_standard:
Code: [Select]
[CREATURE:BKOBOLD]
[NAME:blood kobold:blood kobolds:kobold]
[TILE:'k'][COLOR:6:0:0]
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]
[LOCKPICKER][TRAPAVOID]
[EVIL]
[GENPOWER:6]
[CAN_CIV][CAN_LEARN][LIKES_FIGHTING]
[BONECARN]
[CANOPENDOORS]
[PREFSTRING:mad, raving gibberish]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]
[SIZE:6]
[MAXAGE:150:170]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:2:4:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
[CHILD:8][BABY:1]
[LAYERING:3]
[FAT:1]
[EQUIPS]
[NOCTURNAL]
[UTTERANCES]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:ACTIVITY_LEVEL:80:95:100]
[PERSONALITY:ADVENTUROUSNESS:91:95:100]
[PERSONALITY:ALTRISM:0:1:10]
[PERSONALITY:ANGER:90:99:100]
[PERSONALITY:ANXIETY:80:95:100]
[PERSONALITY:ARTISTIC_INTEREST:0:1:10]
[PERSONALITY:ASSERTIVENESS:76:90:100]
[PERSONALITY:CHEERFULNESS:0:1:50]
[PERSONALITY:COOPERATION:9:15:25]
[PERSONALITY:DUTIFULNESS:0:2:9]
[PERSONALITY:EXCITEMENT_SEEKING:91:99:100]
[PERSONALITY:ANGER:90:99:100]
[PERSONALITY:IMMODERATION:91:99:100]
[PERSONALITY:LIBERALISM:91:99:100]
[PERSONALITY:ORDERLINESS:0:1:9]
[PERSONALITY:TRUST:0:1:9]
[PERSONALITY:ACHIEVEMENT_STRIVING:90:99:100]
[PERSONALITY:SYMPATH:0:1:2]
[PERSONALITY:CAUTIOUSNESS:0:1:9]

Paste this into entity_default:
Code: [Select]
[ENTITY:BLOODSKULK]
[CREATURE:BKOBOLD]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[HELM:ITEM_HELM_MASK:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[MINOR_METAL]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[CAN_HAVE_MILITARY_LEADER]
[CAN_HAVE_MILITARY_SITE_LEADER]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:15]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:100]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:HERBALIST]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
   
   Then generate a new world and watch them conquer everything. Or not, I haven't tested them yet. Any feed back would be much appreciated.

UPDATED!
« Last Edit: March 27, 2009, 11:33:04 am by PTTG?? »
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Marlowe

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Re: Blood Kobolds
« Reply #1 on: December 06, 2008, 02:09:11 pm »

They don't DO anything.

Let me clarify. I copied them in to a modded set containing my Faeries, and they did nothing.

It was all the usual Faerie-on-Goblin-on-Human-on-Elf action. If it wasn't for changing leaders now and then, I'd hardly have noticed these guys.

However, I'll be very interested to see what they're like in fortress mode, and I'll definitely be keeping the world.

I suspect [SKULKER] and [WORLD_CONQUEST] are [INCOMPATABLE].

« Last Edit: December 06, 2008, 02:30:37 pm by Marlowe »
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Taritus

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Re: Blood Kobolds
« Reply #2 on: December 06, 2008, 02:56:08 pm »

More like the game ignores the second kobold creature entry because they have the same entry title.
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Marlowe

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Re: Blood Kobolds
« Reply #3 on: December 06, 2008, 03:03:55 pm »

I remained them Bloodkobolds. They're in the histories, they just do nothing interesting.

PS: Give me some credit. I can spot a blindingly obvious problem when I see it.
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Taritus

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Re: Blood Kobolds
« Reply #4 on: December 06, 2008, 04:13:48 pm »

Lol, but apparently PTTG?? can't.
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LordNagash

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Re: Blood Kobolds
« Reply #5 on: December 07, 2008, 01:41:01 am »

One of the biggest problems here is probably that they live in a cave. I ran into this same difficulty myself.

Living in a cave seems to imply a lot of hard coded things - things like you don't expand out from your original site, and other stuff that basically adds up to 'works exactly like a stock kobold'

Try having them live in a different site type and see if it makes a difference
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Marlowe

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Re: Blood Kobolds
« Reply #6 on: December 07, 2008, 02:37:34 am »

That's a point. Site types seem to come with a huge amount of hardcoding. Tree cities nerf metalworking, for instance.
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Warlord255

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Re: Blood Kobolds
« Reply #7 on: December 07, 2008, 02:44:31 am »

That's a point. Site types seem to come with a huge amount of hardcoding. Tree cities nerf metalworking, for instance.

I dunno about that; I've got a race with elf-type professions and living in a City, who have thus far refused to use metal. It's all quite baffling, really... however, mountainhomes are never embarkable, even when they belong to a non-dwarven civ, so there's one case.

Theoretically kobolds can and sometimes will expand so long as another cave is within reach; usually, however, this is not the case.
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Marlowe

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Re: Blood Kobolds
« Reply #8 on: December 07, 2008, 03:13:07 am »

Really, so it wasn't [trEE_CITY]?

My god. I fixed something and now I've no idea how I did it.

Anyway, I gened a new world with Bloodkobolds in a city. Again, they didn't start any wars. Although this means very little since there  WERE no wars other than some minor human-on-human punch-ups. The Faerie civs all started in a huge area of contiguous swampland in the south east temperate region and occupied a large area without killing anyone. I'm taking a closer look at legends now to see if the BKs spread out. BTW, they now DO appear in the neighbours list with a red line next to them.
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Deon

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Re: Blood Kobolds
« Reply #9 on: December 07, 2008, 03:30:09 am »

Wars are determined by ethics mainly.

Also the inability to work metals is tied to the abscence of any metal tag and metalworking professions in the entity file.
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Marlowe

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Re: Blood Kobolds
« Reply #10 on: December 07, 2008, 03:35:47 am »

THank you Deon. Only I had all those enabled but still couldn't work metal until I moved out of the tree city.

Anyway, BKs:


Three huge civs. Not a bad job.

WHOOPS! Forget that "Much bigger than it looks" comment. Most of it was off the edge of the page while I was editing, and I assumed the goblins were covering it up. That's about it's full size.
« Last Edit: December 07, 2008, 03:37:36 am by Marlowe »
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Marlowe

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Re: Blood Kobolds
« Reply #11 on: December 07, 2008, 04:33:36 am »

Another try. Still no wars. Lots of BK towns but no conflict.

In fact, they actually cut down the number of wars because nobody else can reach each other. There must be something in [skulker] or [flee_quick] that stops them engaging in actual combat.
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PTTG??

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Re: Blood Kobolds
« Reply #12 on: December 07, 2008, 11:49:45 pm »

Thanks guys. Like I said, I didn't actually test these guys, so I'm kind of surprised that they worked at all.

-Tree cities
-no skulker?
-Give more jobs
-Metal? Maybe? Theme might work better if they only get copper.
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Marlowe

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Re: Blood Kobolds
« Reply #13 on: December 08, 2008, 12:04:28 am »

No, not tree cities. Just regular city.

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Marlowe

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Re: Blood Kobolds
« Reply #14 on: December 14, 2008, 05:40:00 am »

Removal of skulker and flee quick resulted in them attacking people and fighting wars.

The first world I tested them on they totally zerg-rushed everyone. There were ruins everywhere. No race was actually wiped out, but it was a near thing. The second world was much more balanced. They still got pretty big and came down really hard on the elves, but they didn't become dominant. Incidentally, they don't seem to be nearly as good at holding on to territory as they are at taking it. The humans and the BKs were swapping towns all over the place.

In the second world, a northerly Fey civ went bezerk and conquered it's goblin and elf neighbours. Not an unusual event, but what was odd was that after a while it stopped occupying the tree cities and destroyed them instead. Is there some cap on how many sites a civ can control?

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