So, where's the wiki? I played kob's a long time ago, before all the new fangled weapons and shops... so I have NO idea what I can and can't do. Example, I see wooden mechanisms. Great! Now, what are the other traps and how are they different from vanilla traps? And the weapon descriptions. And what from the standard shops is usuable and what isn't. Example: I see you can make leather beds... does that mean you can't use normal wood ones or is it a player restriction type of a thing?
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I love the flavor though. Unfortunately, orgeress ended the first Kamp, Harpies the second... Got to find a nice gentle spot to settle down, haunted might be too difficult to start with.
I'd question the worth of a wiki, but that is a fair point that I have added enough in that not everything is obvious. There is information in the readme about the different buildings, but I'll try and make it more detailed in future versions. To answer most of your given questions: Most of the new traps are primarily flavor, but the actual application doesn't change from vanilla; it boils down to make a trap and cram it full of weapon traps. Quantity being more important than quality I've found (not a promise.)
And yes, you can make leather beds but also wood beds, as since wood is so valuable I made leather beds available so that one wouldn't have to use wood on it.
All in all, I've tried to make this mod to minimize the amount of self-restraint the player would have to do; i.e. making much stone unmineable as opposed to 40d, where if kobolds couldn't mind the player just had to avoid rock.
The weapons, however, are a weak point. It wasn't like 40d where you say "this is how big the weapon is, and this is how much damage it does." To date I just haven't had a good grasp on weapon balance, as the traits were never clear to me how they interact with each other.
It would still be nice if there was a reaction to turn small numbers of many stcks of bone into large numbers of small stacks of bones.
It would, but there's no way I can tell to make it accurate; that is, no way a reaction can tell how many bones are in a stack. Therefore, if I did such a reaction, chances are either you'd get more bones than you gave, or got less bones than given. I'm hoping that Toady will address stack issues before too long.
Thanks! I have already started to feel the pressure from the lack of wood.
Btw, have you figured out how to get the throwing hammers to work? I have tried putting them in a squad, and attacking some random animals, but they just continue to try to melee them.
Last I checked using projectiles generally worked, but sometimes military did still have bugs I found, such as arming kobolds with sword and shield, then they toss their sword away and start bashing things with their shields. So, I can't say it's not a glitch, but to double check, there's actually two components to throwing hammers.
DF as I recall doesn't support military actually -throwing- items, therefore, to make throwing hammers useable, I had to implement throwing gloves. This works in the same manner is a bow and arrow; where the throwing gloves act as the "firing mechanism" and the throwing hammers act as the ammo. If you are arming them with the throwing gloves and they're just hitting animals with that in melee, then chances are it's glitched and unfortunately you may be best off using a different weapon.
A few things I have learned:
Wood Stalks can be stripped to make logs (takes a 4 stalks to make 1 log) & Wood Stalks can be processed into blocks. 1 stalk for 1 block.
Wood Mechanisms are just like rock ones. Everything else from the trap show is a wooden weapon to put in a S(pear) trap.
Elves with swords own kobolds with bows. Completely. I enabled war training on all the buyable animals, and my war horses saved me. Related note - Leather Bone Armor is about as good as it sounds... I assume this is why kobs are famous for their traps... time to build BIG traps.
Cage Traps don't always catch things (I assume this is a recent DF feature. I had an elf run over a given cage trap 4 times before it caught him). At least it looked like he ran past the trap line multiple times.
Embark somewhere with Clay and bring a rock or some clay for your first kiln. Free clay walls are MUCH better than wooden ones. Wood becomes a priority resource. And on that note, train farmers and bring LOTS of woodstalk seeds so that you can have large Wood Stalk farms.
More to follow...
Haven't tested KC much beyond making sure it actually works, so I'm glad that clay is working as it should apparently. All in all, quite good advice. And yes, I doubt the cage traps not working is a KC thing, so chances are it's a vanilla feature. As for elves with swords owning kobolds with bows.. well, bows and arrows aren't the unstoppable deadly force they were in 40d so I'm not surprised. It does go in with building traps; there's no shame in making a single, long hallway filled to the brim with traps; indeed that's very likely the only way to survive for long periods. Very rare is the camp (past 40d anyway) that I've had a kobold military that can go toe to toe with enemy sieges.