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Author Topic: Kobold Camp (Version 1.51 for DF 34.11, last update 07/01/2012)  (Read 108385 times)

DracoGriffin

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Re: Kobold Camp (KC ver 1.14, for DF 31.18 last update 11/25)
« Reply #105 on: February 17, 2011, 03:11:16 pm »

Update for .19!

Hurry Lago! Your kobolds are dying in anticipation.
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Lagotrope

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Re: Kobold Camp (KC ver 1.14, for DF 31.18 last update 11/25)
« Reply #106 on: February 17, 2011, 03:20:38 pm »

Holy geez finally 31.19, production is resumed double time. I've got most of what I wanted to implement sorted out (critter kitchen is buggy still. again.) and I'll mostly just be testing it for a bit. An update will come most likely tonight!

Edit: Alright I snipped off what I got and threw it all together for 31.19. Not as much as I'd like to without sufficient testing, but I simply don't have as much time on my hands as I'd like.
« Last Edit: February 17, 2011, 07:50:58 pm by Lagotrope »
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Bronze Dog

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #107 on: February 18, 2011, 11:29:39 am »

Just now found out about the update, and I'm glad to hear about ceramics being implemented. I'm getting visions of adobe villages with decorative pottery. I'll probably fire up a DF game after the new bugs get figured out so I can get used to the new industries, and then I'll try my hand at a bit of KC.
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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.

DracoGriffin

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #108 on: February 21, 2011, 01:30:35 am »

Trying to get into this but with Ironhand's graphics, it's been difficult.

I don't see anyone else having the issue but the colors must be off or something in these releases. On the embark screen, a lot of the tiles are quite dark/difficult to differentiate and bodies of water tend to be black tiles, especially lakes.

Any chance of a Mayday and Ironhand releases or perhaps more explanation with Ironhand's? And the description screen is full of objects instead of letters making it really difficult to understand.
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Deon

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #109 on: February 21, 2011, 05:57:42 am »

Did you apply ironhand's colors.txt? Otherwise it's too dark.
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Lagotrope

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #110 on: February 21, 2011, 12:34:54 pm »

Sweet jesus I know I fixed that. Apparently somewhere it was unfixed. And thank you Deon it likely would've been awhile till I remembered there was a colors.txt.

The colors are now fixed, though some tiles are still darkish, they're quite visible and not pitch-black. However, the text is still riddled with icons, and this is my primary complaint about Ironhand's graphics. I may reupload this again later with an alternate art/init folder for a different tileset for those who like to read legends.
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Squeak_Rustfur

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #111 on: February 22, 2011, 07:46:23 pm »

No kobold civs are surviving more than a few years of world gen. Looking at the legends it appears they stave to death. Hazarding a guess that this is to do with them being carnivorous?
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Lagotrope

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #112 on: February 22, 2011, 09:29:32 pm »

Very likely, yes. I'm not sure about the mechanics enough to fix it without changing key stuff like carnivorous, but since the focus is more on the dwarf mode, I'm not really worrying about it a whole lot.
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Dutchling

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #113 on: April 05, 2011, 02:08:16 pm »

Is there any chance this mod will be upgraded anytime soon (few months)?
'Cause I would love to play as 'Bolds!
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DaveLawson

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #114 on: April 08, 2011, 12:07:41 pm »

I also heartily request an update!  Kobold Camp is definitely my favourite mod, and it's a crime that it can't be played with the new versions!
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Jeoshua

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #115 on: April 08, 2011, 01:27:37 pm »

Actually, I can vouch for the fact that they WILL run on 0.31.25 with minor modifications.  Biggest problem is Kobolds live in Caves.  This means that they cannot farm anything, and will starve.
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I like fortresses because they are still underground.

Lagotrope

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #116 on: April 12, 2011, 12:52:53 am »

Oh! I've been so busy, I honestly forgot all about this. And geez, 6 versions since I last updated.

And it's up! Also, I just realized that yesterday was the 1 year anniversary of when I took up the kobold camp mod. Awesome. Anyways, as usual, it's mostly untested aside from making sure you can embark without obvious issues, so feel free to alert me to any issues during play and I'll throw them on the to-do list.
« Last Edit: April 12, 2011, 01:58:55 am by Lagotrope »
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Lovechild

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #117 on: April 12, 2011, 01:54:09 am »

Actually, I can vouch for the fact that they WILL run on 0.31.25 with minor modifications.  Biggest problem is Kobolds live in Caves.  This means that they cannot farm anything, and will starve.
How about giving them [NO_EAT] and [NO_DRINK] while genning the world, and taking them away before you embark?
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drkpaladin

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Re: Kobold Camp (KC ver 1.25, for DF 31.25 last update 4/11)
« Reply #118 on: April 12, 2011, 02:45:27 am »

Oh hell yeah, I've been waiting for this!  I love Kobold Camp, worldgen always extincts my Kobolds in vanilla.
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Jeoshua

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Re: Kobold Camp (KC ver 1.19, for DF 31.19 last update 2/17)
« Reply #119 on: April 12, 2011, 12:17:55 pm »

How about giving them [NO_EAT] and [NO_DRINK] while genning the world, and taking them away before you embark?

That works good if you're just trying to get them running and not die.  But if you start a fort that lasts over 4 years, I'm pretty sure they die off again.  I could be wrong tho, I just make one kobold cave and make them nothing-vores like you mentioned above.  Breathatarian maybe.  Kobolds are weak and any excess numbers of them get killed off anyways, so leaving [BONECARN] on so they WANT to eat, and [NO_EAT] [NO_DRINK] so they don't NEED to ends up being good enough for me.
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I like fortresses because they are still underground.
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