What Is Kobold Camp?Kobold Camp is playing Dwarf Fortress as, you guessed it, kobolds. It was originally started as the brain child of a /tg/ thread
( archive link to the thread ). ( See, 4Chan does contribute positively sometimes! )
There's also a thread on these forums dedicated to the old version. The only real reason to read it is because it's bloody hilarious.
Link here.As a general thing, you build your camp above ground, as it'd be called Kobold Warren otherwise!
Why The Hell Would I Want To Play That?!Despite the fact that kobbs are much weaker, much smaller and incapable of many more jobs than dwarves ( and trust me, this makes it a lot more difficult ), they're also adorable and it's really rewarding to raise a bunch of these weaklings into a decent camp. You will notice a great deal of difficulty due to lack of trading, lack of a lot of "essential" professions etc etc.
Okay, Then, What Now?New version up as of 06/04! Go download it here:
[Download Link]Changelog- Gave kobbs more nobles, including military and religious ones.
- Allowed kobbs to do more interesting things during world gen, although that mainly amounts to them getting slaughtered in the hundreds.
- Due to popular demand, changed ITEM_THIEF in the kobold's entity file to BABYSNATCHER and gave the ITEM_THIEF tag to elves. This also means that goblins trade with kobbs.
- Integrated Deon's Dangerous Mining and Chariot's Botany and Angler Mods.
- Added the ability to make weapons from chert.
- Made goblins a bit more fecund.
- Added a variety of weapons to the kobolds. All, except slings, are [CAN_STONE].
- Kobbs can make and use slings.
- Added in fur, fur bedding and a workshop to make the bedding in, thanks to lofn.
- Added in a good chunk of nobles to kobbs in the civ file, thanks to Kaelem Gaen.
[spoiler=0.165 ALPHA]
- Added a toy to the kobold's toymaking, and changed their meals to be more... Fitting.
- Added [INTELLIGENT] and [CAN_SPEAK] to kobolds in an attempt to alleviate them of butchering each other.
- Added "choppers", which are woodcutting devices you can make from stone.
- Made kobolds civ and indiv controllable.
- Made kobolds more prolific in terms of children born, and age at which children grow up. Found the relevant size-increase. Can anyone point me to anything else that changes based on age?
- Added a bunch of jobs to the kobold's civ identity. ( Carpenter, bowyer, woodcutter, brewer, fisherman, fish cleaner, cook, bone setter, suturer, surgeon, trader, architect, hunter, leatherworker. )
- Added the ability to tan leather to the kobold's civ identity.
- Added shovels, to enable kobolds to mine.
NOTE on my Version Changes: A change in 0.0x is significant ( you should probably switch over ) , a change in 0.x0 is gamechanging and a change in 0.00x is not really worth changing to.
Contributors / Special ThanksKaelem Gaen - Contributed land owning and military nobles.
Lofn - Made fur and fur beds for the new version! Good stuff! Also made the idea for silver / lead poisoning due to mining.
Deon - Allowed me to steal silver / lead poisoning from his mod.
Download his amazing mods here.Chariot - Allowed me to integrate his amazing mods into this one.
Download his wide variety of brilliant mods here.Warlord255 - Provided the numbers on how to make weapon-able stones.
Additional InfoWell, this is the initial Kobold Camp release for DF2010 ( 0.31.01 ). Any requests for features / features that you've created that I should include?
More random stuff to be put in the better acquainted I get with the new tags.
Cutebolds = Awesome