This mod is awesome !! I love running my litle doggie camp against the world.
I, however, suffer similar problem with Qwernt. I'm still not sure what is what.
While a full wiki site may be abit overkill. More detailed readme would be greatly appreciate.
Like what have you changed in this mod. How kobold behave differently than Dwarf. What abilitiy/building is removed/added included those you get from other mod.
For now I will just throw in my questions here
Religion : So there is an altar workshop, but what does it do exactly ? I saw many mod mention religion as well, but I still have no idea what is its function since this it the 1st DF mod I try (cuz it sound neatest of all :p). My guess is that religion&altar in KC is currently in simply for flavor without any function ?
Sawmill : I saw Qwernt mentioned that we can turn 1 WoodStalk into 1 block. I can't seem to find the way to this. I can only turn 4 stalk into 1 log and then a log into 2 blocks. So, 2 stalk for 1 block. Did I miss something ?
Also, It seem that stripping stalks into a log doesn't leave behind stalk's seed. If that is the case, How can I make sustainial tree farm ? since I will need to rely on caravan's Woodstalk bulb.
Metalwork : Readme file suggest that Kobold can turn metal into weapon without smelting it into bar. Is that take place in Metalshaper and Armory ? I ordered some Tetrahedrite and Malachite from caravan but a copper weapon order in armory still red out. I can turn gold/silver ino trinkets fine but, somehow, I can't build a gold statue. Kobold will never ever able to deal with iron do they ?? ^^"
Soap : So what's up with soap ? Soap's workshop is nowhere in workshop's list. the usual b --> w --> S become Scrimshawer. Is soap industry removed from the game ? But my Kobold still get infected like normal. What can I do about it ? Or I just take it like a kobold.
Food : I get it now that Kobold is canivore. But do they eat egg ? Should I cook it as is or wait until it's hatch before slaughter it. What about milk ? Kobolds are still a mammal, aren't they ? ^^"
Looting : So some baddies start showing up. then I start killing them, looting them. But It seem that kobold can't equip boot ,glove ,cloak ,leather armor ? (yet to get my hand on breastplate) I believe this reduce a whole lot of favour from this mod. You loot all kind of equipment from invaders.....just to sell it ?? My elite axebold deserve a full set of plate and a shield together with batle axe if he survive that long.
Is it because bone armor and legguard ? are those two shape armor ??
I am still not sure what a kobold can and can't equip. I know they can't use a great axe (make sense, it may be way to big for a kobold) what about other weapon ? for example, a pike, can they use it ?
My kobold seem to be able to equip a bow just fine but is it diferent than a shortbow ? Can it use short arrow as ammunition ? Likewise, Can shortbow use regular arrow ??
I know that a bow use sword skill in melee. What about other thrown weapon ? Spear thrower and throwing glove, do they use spear/hammer skill in melee or unarmed one ??
Trading : Lastly I can't find the way to trade individual item in a container. I am not sure if it's this mod thing or DF thing and where to change its setting. It start to get annoying overtime that I can't sell a great axe but not other 9 chopper in that weapon bin of mine.
Construction : I didn't notice it in vanilla DF but can ash/potash be used as building material ? I discovered that burning vermins for ashes is another good way to obtain building materials (doesn't make any sense to me at all though lol)
Religion: The altar at the moment does not have any reactions officially, as I put that in with intention to have a purpose but somehow managed to forget. thatkid has added in set of reactions and the like, and I will be adopting that (as well as making some additional ones) next release.
Sawmill: Seems like the sawdust mod bit has been addressed so I won't dwell on it; but the seeds seem to be an issue, apparently getting seeds back either was overlooked or isn't working. I'll address this as well for next release, ideally aimed at a :slight: dimishing return, so one would have to keep on eye on them in the caravan to keep a respectable farm going year round. Or maybe screw it and let giant farms run rampant.
Metalworking: This is -very- limited; while they can turn copper/gold whatever ORE into products, they can't work with malachite or any of those other things you turn into bars. I'll look over them and see how they work in practice, and while it is meant to be very limited, I'll change stuff if it doesn't make any sense as is.
Soap: I'll look into this newfangled 'soap' thing I've been hearing about. Till then, take it like a kobold.
Food: that's a good question. I do know they'll eat cooked food that had at least a little meat mixed in it (last I checked), but I don't know about eggs or milk. (Mention of what kobolds are are at the bottom of post.)
Looting: This is an idea I should investigate. At the moment it is true that you can't just pick up anything; due to sizes. That is, the breastplate of a human is just too
big for a kobold to wear. It makes sense, as far as realism goes, but it is true that this does make it quite hard, and that you actually withstanding a siege goes unrewarded. I may test reactions to change any article of clothing (intended for large ones) into 'salvaged' versions of the same thing that kobolds can wear and use.
Trading: That is odd. Again, been awhile since I checked, but last I did each container listed all the seperate items (designated with an indentation to show it belongs to a container) that you could check off. Another point that I have -got- to do a thorough test play.
Building: Although I rarely play vanilla DF, I'm confident that the whole ash building thing is part of that. Strange, but I believe it's hardcoded and thus it'll be part of this mod as well. Someone correct me if this is wrong.
Now for my quesiton
What happened to my enourmous screws? I can't seem to make them... and without screws how can I build my massive traps???
Odd, that. I can't remember if enormous screws were ever available, or if access was lost somewhere along the new versions. Again, will test this, and if it seems it's impossible to make then I'll make a special reaction to do so. It is true what DarkThug mentions, at least to my agreeance, that water pumps are a bit out of the scope of what I imagine kobolds to manage, but I forget what else you need for a water pump. But while massive traps are awesome and allthat, I believe that massing on weaker traps can be just as effective in over quanitity. As usual, correct if wrong.
As for what the kobolds in KC are.. well, I don't have any images off hand, but google 'cutebold'. Actually, maybe don't. Point is they're cutesy dog like things with floppy ears. With all the d&d trapness of kobolds that Dsarker mentions, without any of the scaly bits. I believe their anatomy has been changed in the raws to reflect this.
This is different from DF vanilla kobolds, however. While I don't remember where this was quoted, I do remember Toady mentioning that kobolds were a sort of cross; with both mammalian and reptile traits.
This will be reflected as well in the next version; even when all else is mammalian, I do prefer the idea of kobolds laying eggs. This I'll -need- to test, as I hear that having a civ race that lays eggs can be problematic.