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Author Topic: Kobold Camp (Version 1.51 for DF 34.11, last update 07/01/2012)  (Read 108472 times)

DarkThug

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #180 on: June 19, 2011, 05:41:23 pm »

Metal : So that mean even I found tetrahedrite on my map I won't be able to mine it anyway right ? In that case, rather than making metalshaper useable with tetrahedrite, The better solution may be eneble copper or in liaison request / embark screen. I hope that does not make Kobold's life too easy.

Loot : I see. but it's wield that I can loot and use Goblin's loincloth/tunic as is but not glove/boot etc. They don't have large tag either unlike troll's one.

I also stumble across a few bugs these last few days (or are these intentional ?? lol)

Every Kobold merchant seem to be master class thief. When they are chased by Goblins, they will unlock each and every layers of my locked door, leading invader force right into the heart of  my camp.

Whenever I try to attack caravan right after my bowbold shoot at them they will turn and shoot at each other instead. My civilian will join in as well. It's like everyone is shooting at everyone. Put an end to my camp lol.
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Lagotrope

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #181 on: June 19, 2011, 10:33:54 pm »

Metal : So that mean even I found tetrahedrite on my map I won't be able to mine it anyway right ? In that case, rather than making metalshaper useable with tetrahedrite, The better solution may be eneble copper or in liaison request / embark screen. I hope that does not make Kobold's life too easy.

Loot : I see. but it's wield that I can loot and use Goblin's loincloth/tunic as is but not glove/boot etc. They don't have large tag either unlike troll's one.

I also stumble across a few bugs these last few days (or are these intentional ?? lol)

Every Kobold merchant seem to be master class thief. When they are chased by Goblins, they will unlock each and every layers of my locked door, leading invader force right into the heart of  my camp.

Whenever I try to attack caravan right after my bowbold shoot at them they will turn and shoot at each other instead. My civilian will join in as well. It's like everyone is shooting at everyone. Put an end to my camp lol.

Metal: Really, copper -should- be enabled with merchants, I'll look into if I can make it happen without having kobold civilizations actually make copper. Though it shouldn't be imbalanced regardless, as they'll only show up with so much copper each season. Even if I did still add in tetrahedrite to reactions in the metalshaper, since you can't mine it still it likely wouldn't make a big difference.

Loot:That is strange actually, I'm not sure why that is.

As for bugs.. I'm not sure why kobold merchants seem to be master thieves. I'll see about it, no promises though.
And for the attacking caravan.. is it a KOBOLD caravan? If that's the case, then what you likely got going was an old fashioned faction cascade. Or whatever it was called, I can't remember. Let's see if I remember how this works right: The caravan and your kobolds are likely part of the same civilization- so if one kobold whacks another, that kobold, we'll call him Jrifus, becomes an enemy of the civilization. Naturally, other kobolds attack him. Jrifus, however, is still considered to be part of the civilization. So when Chreebus comes over and whaps him across the head, Chreebus, despite Jrifus's enemy state, ALSO becomes an enemy. And also still part of the civilization. So when Trilbus, Cheekin and Plilkus all attack those two.. it starts becoming the battle royale you describe.

Don't attack your own caravan.
If it wasn't a kobold caravan, then I have no idea.
« Last Edit: June 20, 2011, 05:13:14 pm by Lagotrope »
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DarkThug

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #182 on: June 19, 2011, 11:50:41 pm »

Aye, It was KOBOLD caravan. It is as exactly as you discribed. I will keep that in mind lol
As for merchant thief, it gave me a good laugh. So no big deal if it's not fixed.
We just need to make sure not to put trade depot one locked door away from dining hall :p
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Dsarker

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #183 on: June 20, 2011, 02:13:17 am »

Try a floodgate and lever combo.
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GreatWyrmGold

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #184 on: June 22, 2011, 07:57:48 am »

Does the critter kitchen successfully react with live vermin as regents? If so, how?
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thatkid

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #185 on: June 23, 2011, 05:01:02 pm »

That looks really good, thanks for that!

Edit: should "smiteded" be "smited"?
Just saw this. Sorry I didn't respond early.

Nah, the smiteded typo was on purpose. It's just the inorganic RAW name, it doesn't actually show up in game.
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Pan

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #186 on: June 23, 2011, 10:25:44 pm »

Every Kobold merchant seem to be master class thief. When they are chased by Goblins, they will unlock each and every layers of my locked door, leading invader force right into the heart of  my camp.

I lol'd. Incompetent moments like these are what makes DF so funny sometimes.
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thatkid

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #187 on: June 26, 2011, 03:14:44 pm »

Hey folks, if you're like me and use Forlorn Realms (or any other mod that adds in a secret metal that should only be accessible to certain NPC civs through cheat reactions that only they have access to) and were a bit weirded out by the fact that Kobolds have access to literally every metal ever, I have a solution!
Simply add [PERMITTED_JOB:FURNACE_OPERATOR] to their entity!
This will allow you to melt things as well, but you won't be able to smelt anything because you won't have the available reactions. Which makes a little sense, at least I think. Kobolds might not have the knowledge to make their own steel bars, but they probably know how to re-purpose a steel longsword that those plucky humans left in their trap chamber. Assuming that's even possible, I've yet to survive a siege so I haven't had the chance to melt anything down. It could just be that you'll get more shiny things to trade with.
« Last Edit: June 26, 2011, 04:01:32 pm by thatkid »
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thatkid

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #188 on: July 06, 2011, 10:03:38 pm »

Bumping this, and also letting you know there's a typo in the short bow weapon. They display as "Short bows" even in the singular.
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Dsarker

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #189 on: July 06, 2011, 11:29:07 pm »

Already known.
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thatkid

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #190 on: July 06, 2011, 11:45:12 pm »

Ah, my bad.

I probably could have searched first, but I dislike bumping without actually having anything to say...
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Kaleb702 Games

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #191 on: August 12, 2011, 10:48:22 am »

Questions:
1:
Is this the right version? Google is giving lots of different versions. Seems to be right, but just to be sure.
2:
Is it a glitch that the traction bench requires stone mechanisms and not wood, or is it purposely that way?
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Lagotrope

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #192 on: August 23, 2011, 04:13:04 pm »

Questions:
1:
Is this the right version? Google is giving lots of different versions. Seems to be right, but just to be sure.
2:
Is it a glitch that the traction bench requires stone mechanisms and not wood, or is it purposely that way?

1- Yes, this is the latest version of KC around, after getting passed around through a few different makers. Unless someone else took it up while I wasn't looking (I think Lofn was thinking of making a simplified KC reminiscent to the old 40d days since this one has gotten pretty bloated with features relatively speaking, but I haven't seen it.)

2- As for traction benches, I do not know. I'll take a look to see what's up with that, as I'd like it to be possible to make them with wood.

As for news/thoughts in general, or lack thereof...

Development is slowed, and I haven't even been on the map for some time. Updates still will likely be few and far between until the next version of DF comes out. The next KC version has had progress, mostly small stuff that's been pointed out. I'll try to taper that off so that what issues it has can be cleaned up as much as it can, considering some limitations to modding. In effect, though, the most major things I've wanted to implement have been implemented, and everything in the last several months have simply been the additions of new ideas, and the fixing of issues I can fix, and biggest, simply porting from one version to the next. Chances are it'll remain that way, unless df 31.26 has significantly added modding capabilities.

I'm hoping 31.26's added adventuring mode will improve the state of KC's adventuring for kobold and the like, as lately they haven't lived at all without temporary NO_EAT tokens.
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Xotano

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #193 on: September 05, 2011, 07:03:34 am »

cant tell the kobolds what jobs to do :| fun tho, also the migrants have no names
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300 human/elf/dwarf/goblin/kobold bodies 20 random animal/fish/bird bodies and 3 dragon bodies all in one backpack. fun stuff.

Lagotrope

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Re: Kobold Camp (KC ver 1.253, for DF 31.25 last update 4/20)
« Reply #194 on: September 05, 2011, 07:15:02 am »

cant tell the kobolds what jobs to do :| fun tho, also the migrants have no names

Strange, these were all bugs I thought were fixed. Well, off to the list they go. I would recommend dwarf therapist though for telling kobolds what job to do, if that's a viable thing for you. Not just for KC, it's pretty fantastic for DF-anything.
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