Just thought I should mention, but I seem to be having problems where some of my idle Bolds are refusing to haul items, even though they have the skills turned on. I wasn't sure if this was a bug you were aware of, or if there was a way around it. It's not game breaking, but it is annoying.
Cheers for making a great mod.
That's odd, as they seem to haul stuff for me. There could be a plethora of things, such as if they're limited to a burrow, or if it's refuse from outside they're not hauling, which is ignored by default (and can be changed with hotkey o, r, o if I remember right.) Or the game just likes me or something, but unfortunately I can't help much without being able to recreate the issue, but I'll keep on eye for it.
Ok, cheers. I'll restart and bring some on embark. That's probably easiest.
Also, what kind of skills would you recomend on embark?
Perhaps a bit of mining and woodcutting and a few generic tasks, also I do start one bold off with the appraisal skill so that I'm not trading with caravans in the dark. Medical skills are often a plus as well, if you can get a hold of the materials in the first place. But overall, I go light on kobold skills, and put more points into starting with more items.
I think I'll try taking the plunge this weekend and build a camp. With dwarves, I usually end up stalling because I feel like I need everything planned out in advance. I can imagine things going differently for kobolds, since they're not the sort who'd plan big or efficiently, so I can just go for organic growth. Think I'll shoot for some isolated spot with clay and build an adobe city with rooftop bridges and such. If I end up prospering beyond my expectations, maybe build a Mayincatec pyramid or something.
Something that I just thought of: Any chance shamans could be made as something like necromancers? I'd worry that ToadyOne wouldn't have appropriate magic powers in the code for them, but even without magic, I'd be fine with a bunch of immortal druids hanging out in a circle, writing books about the secrets of nature.
From the sounds of it, shamans are in the works to be a caste and have lower lifespan, but would be more accessable. Druids may work for actual secrets, and I certainly wouldn't mind seeing something like that, a rare immortal kobold. It seems like those sorts of interactions were made for necromancers, but it's worth trying out. As you've elaborated on, it may seem like druid would be rare and only come up when a kobold god shares a secret with them, but they wouldn't pass it down/take apprentices without a tower apparently.