Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Playable Kobolds  (Read 1074 times)

Haus Party

  • Bay Watcher
  • Haus cancels Write paper: Taken by Mood
    • View Profile
Playable Kobolds
« on: June 11, 2010, 03:09:25 pm »

So my world is completely devoid of Kobolds, and I thought I'd fix that by building some huge, populous kobold fortresses. I noticed in the Legends that migrants from an old fort went on to found a new fort without my guidance, so I figured the kobolds might do the same. This would allow the kobolds to rise again.

Unfortunately, the game crashes as soon as I start Fortress Mode. Apparently, kobolds need a lot more than just [CIV_CONTROLLABLE] to be playable. Can someone more familiar with the entity tags help me out here? What basic changes do I need to introduce here? I don't want to make any huge changes to the raw, just give kobolds the bare essentials to not make the game crash.

Thanks guys.
Logged

Jiri Petru

  • Bay Watcher
    • View Profile
Re: Playable Kobolds
« Reply #1 on: June 11, 2010, 03:30:21 pm »

You, my friend, need Kobold Camp.
Logged
Yours,
Markus Cz. Clasplashes

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Playable Kobolds
« Reply #2 on: June 11, 2010, 03:34:47 pm »

Also I make a small Kobold Cave mod which you may like when I release it :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Haus Party

  • Bay Watcher
  • Haus cancels Write paper: Taken by Mood
    • View Profile
Re: Playable Kobolds
« Reply #3 on: June 11, 2010, 03:47:45 pm »

You, my friend, need Kobold Camp.

That's well and good, but how extensively does it mod things? That is, how well will it allow going back to normal dwarf and adventuring? And most importantly, can I use it with my existing region file with no problems?

Also I make a small Kobold Cave mod which you may like when I release it :).

I... suppose. Really, though, I'm just trying to reintroduce kobolds into a world wherein they've gone extinct. So I need the bare minimum of modification just to get them working as a controllable civ. If I can do that, survive for a while, and abandon with a population of 200, I'll be happy. I figure if I do that enough, kobolds have got to make a come back.
« Last Edit: June 11, 2010, 03:54:40 pm by Haus Party »
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Playable Kobolds
« Reply #4 on: June 11, 2010, 04:03:16 pm »

You cannot make them playable with a bare minimum of modification. And of course it will require a new world.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Demonic Gophers

  • Bay Watcher
    • View Profile
    • The Tunnels
Re: Playable Kobolds
« Reply #5 on: June 12, 2010, 12:13:26 am »

I'm not certain about this, but I think that either SKULKING entities, or those with CAVE as the default site, aren't playable in fortress mode.  One of those is probably causing the crash.  You could try removing SKULKING, but if living in caves is the problem, that almost certainly can't be changed without a regen.
Logged
*Digs tunnel under thread.*
I also answer to Gophers and DG.
Quote from: Shades of Gray
*Says something inspiring and quote worthy.*
Opinions are great, they're like onions with pi.

Haus Party

  • Bay Watcher
  • Haus cancels Write paper: Taken by Mood
    • View Profile
Re: Playable Kobolds
« Reply #6 on: June 12, 2010, 12:42:16 am »

Damn. I otherwise really liked this one.

Alright, thanks guys.
Logged

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: Playable Kobolds
« Reply #7 on: June 14, 2010, 10:40:06 pm »

I think the culprit is the item thief tag.  Kobold Camp takes that tag out, but still has them living in caves and skulking around.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Playable Kobolds
« Reply #8 on: June 15, 2010, 05:32:40 am »

They are playable with ITEM_THIEF, however there are strange things happening when traders leave the map.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository