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Author Topic: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )  (Read 59590 times)

Chariot

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #135 on: April 08, 2010, 12:31:17 am »

Not yet. I started on zoo mod then got distracted rewatching a bunch of Stargate Atlantis seasons with my sister ::). I should probably do angler mod before that since it's much smaller.
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Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #136 on: April 08, 2010, 04:46:55 am »

You know I was wondering WHY I got smoke on embark.... So it's the fur, must have a low boiling/ignition/Melting? point.

I like the Witchdoctor with the face paint and staff, though for Chieftain I think we need something that stands out better, but I can't think of what.

Also yeah I thought the noble names automatically got the words capitalized, I should fix that.  Also the S.I.T.  needs the appointed by fixed it still says "Druid" should say "SHAMAN"

Shenanigans

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #137 on: April 08, 2010, 09:00:59 am »

Can anyone tell me how to quickly re-add a few jobs, only tanning and butchery, unless its in there already. am new to modding.

cheers anyway.
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Calhoun

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #138 on: April 08, 2010, 09:16:01 am »

Can anyone tell me how to quickly re-add a few jobs, only tanning and butchery, unless its in there already. am new to modding.

cheers anyway.

Not yet sure, but i'm going to look into it, seeing as how you need hunting to catch animals, butchery to get their meat and skin, tanning to turn the skin into leather, which goes in to the custom furs building.

EDIT: It's pretty easy, go to entity_default in the raws, go to the kobolds section, and put these lines in with the rest of the like ones:
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]

EDIT2: Hmm, something is wrong, NONE of the noble positions behave as a manger position, meaning labor assignments are problems.
« Last Edit: April 08, 2010, 12:25:14 pm by Calhoun »
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

EuchreJack

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #139 on: April 08, 2010, 06:55:23 pm »

I remember reading somewhere about Kobolds disending from Dragons.  So, maybe rulers could breathe fire and be huge?

Lairian

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #140 on: April 08, 2010, 07:25:53 pm »

I remember reading somewhere about Kobolds disending from Dragons.  So, maybe rulers could breathe fire and be huge?

This is a terrible idea invented by Wizards of the Coast with no historical or mythical basis.
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Calhoun

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #141 on: April 08, 2010, 07:36:38 pm »

Adding:
[RESPONSIBILITY:MANAGE_PRODUCTION] (in entity_default.txt)

To one of the existing noble positions  (Or creating your own with it) will allow you to use one as a manager so you can assign labors/ use the job manager screen.

EDIT: Or not...
Job manager comes in, but i still can't assign labors.

Does anyone else know what i need to change for that?
« Last Edit: April 08, 2010, 08:59:33 pm by Calhoun »
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #142 on: April 08, 2010, 10:49:05 pm »

if you're refering to the  v-p-l (I think) command set up,  the only way to get those to show up is to have all of the skills in the metagroup to be enabled, if one is not in it doesn't show up.   So your option at that point is using the current partial release of Dwarf Therapist,  if you mean to assign jobs via the manager screen, I've not messed with that yet as with the current bug of working till they're dehydrated/Hungry, then to death is in,  large orders are not that wise... nor is setting a task to repeat.

Intelligent Shade of Blue

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #143 on: April 08, 2010, 11:21:51 pm »

I remember reading somewhere about Kobolds disending from Dragons.  So, maybe rulers could breathe fire and be huge?

This is a terrible idea invented by Wizards of the Coast with no historical or mythical basis.

That's right. In pretty much everything else besides D&D 3.0 and its descendants (though, while I might be wrong, I think they were reptilian in the AD&D 2nd Ed Monstrous Manual), kobolds are usually described as having canine like features, or at least having some fur.
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Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #144 on: April 08, 2010, 11:35:00 pm »

I thought in D&D it was Dragon/Dog hybrids.

However that doesn't matter, cause these guys aren't releated to the D&D Kobolds or the Germanic Sprites they originally came from, they're there own version!
however... here is one of the Great and Fallible wiki's opinion on D&D Kobolds.

http://en.wikipedia.org/wiki/Kobold_%28Dungeons_%26_Dragons%29


« Last Edit: April 08, 2010, 11:41:49 pm by Kaelem Gaen »
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Intelligent Shade of Blue

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #145 on: April 08, 2010, 11:37:50 pm »

I thought in D&D it was Dragon/Dog hybrids.

Depends on the edition. The only dog-like thing they have left is a sort of yipping accent. They're little scaly humanoids now who hate gnomes and love traps. The dragon thing typically is just a belief they have. Most of them aren't really connected to dragons at all... I can't speak for their 4E fluff, though. Playing the Pathfinder RPG (some would call it 3.75) instead.
« Last Edit: April 08, 2010, 11:39:22 pm by Intelligent Shade of Blue »
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Master

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #146 on: April 08, 2010, 11:40:27 pm »

I thought in D&D it was Dragon/Dog hybrids.

Depends on which version. v1 and v2 had them as lizard people. v3.0 had them as dragon kin and v4 has them as dog like people.
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Haggle

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #147 on: April 08, 2010, 11:44:48 pm »

if you mean to assign jobs via the manager screen, I've not messed with that yet as with the current bug of working till they're dehydrated/Hungry, then to death is in,  large orders are not that wise... nor is setting a task to repeat.

I've yet to get a dwarf die due to a task being on repeat.
Must mean I'm not working them hard enough...

Also I'm pretty sure this same kobold discussion was in the old Kobold Camp thread. I think this is why Toady left them almost like blank slates in the raws.
« Last Edit: April 08, 2010, 11:46:37 pm by Haggle »
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Intelligent Shade of Blue

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #148 on: April 08, 2010, 11:44:58 pm »

Okay, while I don't have my 1st & 2nd Ed AD&D books handy, I can (after dusting off the books) say for sure they're still small reptilian humanoids who worship dragons in 4E. The dog-like kobolds are a thing of the past for D&D, though look at WoW and other RPGs to find furry kobs.

Anyways, apologies for jacking the thread into D&D land.

Has anyone put thought into DF kobold religion yet?
« Last Edit: April 08, 2010, 11:46:50 pm by Intelligent Shade of Blue »
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Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #149 on: April 08, 2010, 11:48:51 pm »

There was a short discussion earlier in the thread, then I think something else caught people's attention.

My thoughts were forces and maybe some of their own gods...   (Would a Sun god be a force or a regular god?)
« Last Edit: April 08, 2010, 11:56:14 pm by Kaelem Gaen »
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