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Author Topic: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )  (Read 59593 times)

Pathos

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #285 on: May 03, 2010, 05:47:18 pm »

This is all coming on very nicely. =p

Whoever's updating the mod should definitely move it to a new thread, though.
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #286 on: May 03, 2010, 06:41:06 pm »

I tried, oh, I tried. Would've been nice to have a consistent link at the first post. But it was not to be; people kept posting in this thread leaving mine unbumped, so I let it go.

Though I'm more or less done with what there is now, so there's little point in me doing it now.
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blackmagechill

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #287 on: May 06, 2010, 10:02:03 pm »

Spider,bug,snake, and odds and ends stuff training now. Kobolds are reliant on thieves and war beasts.
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ydirbut

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #288 on: May 08, 2010, 01:09:08 am »

Hey, did you guys change anything with Channeling? When I try to Channel, it creates an open space in the floor, but the space below remains a wall.

Nevermind, it was because the layer is rock and not ore
« Last Edit: May 08, 2010, 01:10:49 am by ydirbut »
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ydirbut

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #289 on: May 08, 2010, 02:56:25 pm »

What happens when A kobold breaks a limb, Since you can't get gypsum or plaster? Does he just die?
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Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #290 on: May 11, 2010, 05:15:57 am »

yeah I believe you're pretty much screwed, though i wonder if you could make a functional cast thing out of  bone,mud and grass.    No probably not, I don't think it has the lasting power.

roqi

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #291 on: May 11, 2010, 06:05:20 am »

Minor, but stupid bug: I got Iron Bone Armor and Leather Bone Armor. I changed the adj in my game raws to "crude", now.
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Why no [HERBIVORE] tag?

Bronze Dog

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #292 on: May 29, 2010, 02:03:46 am »

I've just spent a fair bit of time catching up some Kobold Camp threads. I felt sympathy for the critters, but now even more so.

Anyway, thought I'd contribute an idea since earlier I read some people talking about making a "bow" object that would be used to hurl throwing axes, and I had a bit of an inspiration: Atlatl. It's a stick shaped and used to increase the throwing distance and power for spears. It might be appropriate to call the thrown spears "javelins" to distinguish them from melee spears.

---

For my own contribution to how I'm starting to think about kobolds and the DF world:

I kind of get the feel that dwarves have gone the way of technology, believing themselves to be superior, entitled beings in control of nature. When a dwarven fortress is in trouble, they solve it with their superior technology and machismo. One of the biggest dangers to a dwarf fortress comes in the form of performing overblown hazardous operations just to prove that they can do it.

Kobolds are the opposite of dwarves, being at the mercy of the world. They have to scrape for every tiny thing they can get their hands on. They are looked down upon by the more advanced races and have learned humility as a result. Because they know that they're small and weak, they're more likely to plead with the gods/spirits/whatever for help. That's where one idea of mine comes comes in: A magic altar "workshop" to the kobold gods: They sacrifice some kind of material (possibly live animals) to gain some form of gift from those gods in the form of resources they normally have a hard time accessing.

---

Putting aside making something custom, one entertaining thought I had closer in the KC mainstream was a camp somehow getting an anvil, making a raised "altar" for the workshop, placing some metal bars they traded for at the base, and praying for the gods to touch one of their kind with inspiration (strange mood) so that they may unlock the secret magic of the bearded ones and achieve some modest measure of prosperity.
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Bronze Dog has been feeling rather happy lately. He is fond of scimitars, black bronze, turquoise, and kobolds for their underdog status.

Aether

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #293 on: June 08, 2010, 05:05:21 am »

Thought of some interesting ideas that would allow the little fellas to make materials that will help them survive a little better. Maybe will involve sacrificing a lot of materials to get a piece of a harder and more valuable material, or alternatively using rare gems and materials to convert them into better materials. This would probably take place over a altar (If you've ever played any rogue-type games, altars can be used to sacrifice or transmute things).  Sort of on the same train of thought bronze is on.
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #294 on: June 09, 2010, 01:58:34 am »

Back from the grave to do a quick update to 31.05.


...that's really about it. If I feel motivated later I'll implement those couple ideas that were just mentioned. Also I added littersize:2:6, which does not generate an error, but I'm unsure if it actually works. If it does, the kobolds are back to 2~6 pups a pop. Otherwise the normal 1~3 if I recall right.

Click for 31.05 kobold camp.
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Asra

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #295 on: June 13, 2010, 09:08:16 am »

Plays great. I hope you'll keep updating it for the newer versions. Or at least release one once the final bugfixes are done.
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Pathos

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #296 on: June 18, 2010, 06:07:56 am »

Back from the grave to do a quick update to 31.05.

...that's really about it. If I feel motivated later I'll implement those couple ideas that were just mentioned. Also I added littersize:2:6, which does not generate an error, but I'm unsure if it actually works. If it does, the kobolds are back to 2~6 pups a pop. Otherwise the normal 1~3 if I recall right.

Click for 31.05 kobold camp.

Good stuff.
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #297 on: June 25, 2010, 02:57:09 am »

Alright, updated Kobold Camp to Version 31.08


There were changes to the DF raws this time so I did attempt to work around them. Nevertheless, as usual, let me know if there's any problems.
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Lokii

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #298 on: June 26, 2010, 12:35:48 am »

I don't seem to be able to get this to work with a tileset. Very nice job, though, I love cutebolds >3<
I even drew you (although terrible) fanarts <3

Spoiler (click to show/hide)
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Oh and Lokii, your job is now to seduce the human traders.

Lofn

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #299 on: June 26, 2010, 11:29:44 am »

Nice, Lokii.  I like the eyepatch.

Has anyone else noticed that spears are obscenely powerful?  My starting seven kobolds frequently take down families of giants, untrained and unarmoured.
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Also known as Zuhayr.
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