It's STONE_PREF. Without it you will be unable to buy stones from your parent civ. Also you could just increase the rock's value dramatically, because the rock SHOULD be valuable for kobolds.
Yes, stone_pref was it, but removing it had some effect that eludes me. I didn't think of increasing the rock value though, I'll take that route for sure, thank you.
Just a quick post here to say: Today I noticed that [WEAPON:ITEM_WEAPON_DAGGER_LARGE] is listed twice in the entity_default file. (Once below choppers, and once below throwing hammers.)
Don't think it makes any difference, but it doesn't look too streamlined.
On a side note, I'm testing out having a seperate Kobold Civilization in my DF-proper.
Hopefully I should be able to play as Tribal Kobolds, while also being hostile towards feral Kobolds.
This should shake up the playing field a little bit.
Note is made, that'll be fixed in the next version.
I was also toying around with the idea of having a seperate kobold entity, the plus side being that I can leave entity_default untouched. Let me know how that goes for you.
I agree that there should be an update account for the newer versions. Also, is their a way to for Kobolds to plant more trees? Having the planter just start a grove of trees, even if they grow slowly, would make for a much easier time. Is it possible?
Also, Bump for the Bump God.
I don't think theres a way to plant real trees, but it may be possible to mod a crop that gives wood when harvested
Also, I'm working on a few pets for kobold camp. So far I have Pet spiders (taking the place of cats), Mantis shrimp (pretty damn powerful, but not unreasonably so. Might need to nerf them to keep them in the tradition of kobold camp), and giant centipedes which have a weak paralyzing bite. I'm working on some pack animal types currently, maybe gigantic rats or large beetles. Not really sure. Anyways, if you're interested in including them with the mod I can post them as soon as their finished. It seems to me that kobolds should have their own set of animals, I can't see them with cats and cows and dogs and stuff.
Wood crops, that's an excellent idea if somewhat unrealistic (trees don't grow in a season) but it may be worth looking into. I'm pretty sure that's possible to make work.
As for animals/critters, I was definitely interested, but couldn't make creatures for the life of me (the raws in 31.xx escape my mind's grasp.) So if you finish those, I'd love to include them in.
Quite a few good ideas all of a sudden. I won't get started immediately though, I'd like to wait until the new version of DF is out, which if the log is to be believed won't be terribly long. I'll also try one more starting a new thread when all this is said and done.