Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: Those pesky kobolds aren't 'skulking' anymore...  (Read 3287 times)

Burnt Pies

  • Bay Watcher
  • Captain Brunch!
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #15 on: September 29, 2010, 02:13:08 pm »

Marksdwarves with bone/wooden bolts and crossbows sounds like the best plan.
Logged
I can read box now
Also, I am a bit drunk
Refrigerator

BigJake

  • Bay Watcher
  • Know-it-all and bragart
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #16 on: September 29, 2010, 02:32:28 pm »

Marksdwarves with bone/wooden bolts and crossbows sounds like the best plan.

This.  I had completely forgotten about crossbows; unarmored kobs won't last 5 seconds.
Logged

Diacritic

  • Bay Watcher
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #17 on: September 29, 2010, 03:07:21 pm »

You could wait for your next mood and savescum until you get an anvil.
Logged

JoRo

  • Bay Watcher
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #18 on: September 29, 2010, 05:23:53 pm »

I had a group of goblin archers sieging me once, and hidden kobolds stole their ammo.  This emboldened the kobolds enough to try attacking in numbers, and one of my military caught a steel arrow with his eye and survived.

Not the most relevant story, but I always liked that dwarf.  Named him "Ol' Stinkeye" after that.  I rarely name dwarves for anything but amusing injuries, as "Wheezy," "DeadLeg," "Dr. Fumbles," "Lump," and "Left Hand" can attest.
Logged
You have been struck down.
The giant cave spider spits out your head.

Kobold Troubadour

  • Bay Watcher
  • [MUSICALITY: +-]
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #19 on: September 29, 2010, 06:48:21 pm »

kobold-sized metal armor doesn't really make sense (since they technically aren't capable of metalworking either, and their entity definitions only include tunics and loincloths, not actual armor)...
Maybe some have been wearing some shoulder guards roped around his body & called it "armor".

Wait, so if they kept on stealing your glowy blue weapons of death...they'll eventually siege you using them? Interesting...
Logged
[UTTERANCES] kinda' makes it hard for people to understand kobold songs...

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #20 on: September 29, 2010, 06:55:04 pm »

They will not.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

meto30

  • Bay Watcher
  • Maelstrom. As in whirlpool.
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #21 on: September 29, 2010, 07:43:44 pm »

I haven't got time as of right now for caring about those kobolds aboveground, because a giant insectoid with deadly secretions decided to invade the privacy of minerdwarves working down in level -45 (counted from the wagon position). I luckly sealed the shaft off in time without any losses, but now I have to figure out how to dig downwards without freeing the FB. Urgh.

In the meantime,

Ah, one of my favorite kinds of game.  Lock the doors and watch the world burn!
Never seen a kobold war party, though, that's awesome.

Are controlled cave-ins out of the question?  I'd think that would be the easiest to mop up at least a few of them, get your hands on some of that steel.
Speaking of, wouldn't the anvil survive a drop as well?

Taking your que, I dug up from beneath the anvil and succeeded in retrieving it. I had to seal off the hole immediately because all of a sudden 15+ kobolds started running towards it, though, so no actual entrances yet.

The map has zero trees, and I've yet to find any coal or lignite, so I guess steel production is completely out of the question. On the other hand, I had already breached the volcano and set up a nice magma smelter(and the new magma forge next to it), so bronze armor will start pumping out. Since I have no bones as well, I'd have to resort to metal bolts... or go melee and hope my dwarves are as good with swords as they are with picks.
Logged

Zaerosz

  • Bay Watcher
  • ☼sperm whale leather thong☼
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #22 on: September 29, 2010, 07:53:06 pm »

You could make one of your dwarves a hunter and get him to go kill some beasties. Or give him an axe, draft him and send him to go kill some beasties. Either way, same end result(s) (either dead beasties or dead dwarves).
Logged
くコ:彡

krenshala

  • Bay Watcher
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #23 on: September 29, 2010, 08:14:42 pm »

I haven't got time as of right now for caring about those kobolds aboveground, because a giant insectoid with deadly secretions decided to invade the privacy of minerdwarves working down in level -45 (counted from the wagon position). I luckly sealed the shaft off in time without any losses, but now I have to figure out how to dig downwards without freeing the FB. Urgh.
Thats easy ... set up a tunnel to the surface leading down to the insectoid's location.  Open it up, and the FB and kobolds should go have a party with each other.   Just be sure to seal yourself away from the Hallway of Doom. :D

The map has zero trees, and I've yet to find any coal or lignite, so I guess steel production is completely out of the question. On the other hand, I had already breached the volcano and set up a nice magma smelter(and the new magma forge next to it), so bronze armor will start pumping out. Since I have no bones as well, I'd have to resort to metal bolts... or go melee and hope my dwarves are as good with swords as they are with picks.
Use the cassiterite for bolts?
Logged
Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

meto30

  • Bay Watcher
  • Maelstrom. As in whirlpool.
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #24 on: September 29, 2010, 08:32:17 pm »

Thats easy ... set up a tunnel to the surface leading down to the insectoid's location.  Open it up, and the FB and kobolds should go have a party with each other.   Just be sure to seal yourself away from the Hallway of Doom. :D

Use the cassiterite for bolts?

... that's a great idea! I'll start looking for a safe place to mine that tunnel then.
Cassiterite is still too valuable an ore to use in nonretrievable items, like bolts. All tin should be used in bronze smelting.
Logged

meto30

  • Bay Watcher
  • Maelstrom. As in whirlpool.
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #25 on: September 29, 2010, 08:37:58 pm »

Ok. now that's done I need to find a way to kill the FB while on the surface.

Is it just me, or did my problems just get more complicated...?
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #26 on: September 29, 2010, 09:33:58 pm »

Complicated? Dwarf Fortress?
I don't see any correlation here.
Logged

Niveras

  • Bay Watcher
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #27 on: September 29, 2010, 10:00:31 pm »

This sounds like a job for Dwarven engineering. I recommend building an underground corridor one tile wide with a 10 z-level drop on either side. Fill the corridor with weapon traps(quality does not matter). The invaders will either take damage from the trap, or dodge to an adjacent square.

Note that kobolds are trap avoid so this solution would not work against their ambush squads.
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #28 on: September 29, 2010, 10:04:30 pm »

it would with repeating spike traps.  ;D

And bolts can be retrieved (I think.  or is this only if they miss and drop a z-level?  can you designate broken bolts for melting?)...If you retrieve them then melt them down you can actually get an increase in material...
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Vehudur

  • Bay Watcher
  • [evil]
    • View Profile
Re: Those pesky kobolds aren't 'skulking' anymore...
« Reply #29 on: September 29, 2010, 10:05:52 pm »

Crossbows, crossbows and more crossbows.  Oh, and you want some bolts too.

Kobolds, being unarmed, are really squishy.  Of course, you can build an Atom Smasher and take care of them that much more easily with that much less risk.  Or drop them into magma.

it would with repeating spike traps.  ;D

And bolts can be retrieved (I think.  or is this only if they miss and drop a z-level?  can you designate broken bolts for melting?)...If you retrieve them then melt them down you can actually get an increase in material...

Maybe that's where the atoms from the atom smasher actually go.
Logged
Quote
...and a third died in his bunk of natural causes - for a dagger in the heart quite naturally ends one's life.

I used to have an avatar, but I was told to remove it after it kept making people go insane.
Pages: 1 [2] 3 4