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Author Topic: Yay Kobolds!  (Read 1521 times)

Shelegelah

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Yay Kobolds!
« on: December 21, 2010, 08:26:57 pm »

So, I've modded in a kobold adventurer, and I think I'm in love. I've paired him up with an elf for the most unlikely duo ever, but I think that he's yearning for his motherland. Thing is... I can't find it. Am I correct in assuming that kobold civilizations are invisible and intangible in adventure mode, only having bearing in legends and worldgen?

As a side note, he has an annoying penchant for attacking his allies. I'll move into the square that an ally is in, and I will automatically attack them as if they were an enemy. Any tag I can add that'll fix this?
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BackgroundGuy

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Re: Yay Kobolds!
« Reply #1 on: December 21, 2010, 10:24:13 pm »

1) Kobold civs operate out of caves.
2) No idea
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Bronimin

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Re: Yay Kobolds!
« Reply #2 on: December 22, 2010, 08:43:20 am »

-
« Last Edit: June 07, 2018, 04:40:16 pm by Bronimin »
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Shelegelah

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Re: Yay Kobolds!
« Reply #3 on: December 22, 2010, 05:54:29 pm »

Bummer... It wouldn't be a big deal if being a loner was somewhat plausible again, but with the advent of bogeymen... It'd be nice if they were restricted to haunted areas, to be honest.
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minno

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Re: Yay Kobolds!
« Reply #4 on: December 22, 2010, 06:38:44 pm »

Bummer... It wouldn't be a big deal if being a loner was somewhat plausible again, but with the advent of bogeymen... It'd be nice if they were restricted to haunted areas, to be honest.

I've done pretty well at being a loner.  I'm careful to avoid being out at night until I have at least high master weapon skills, so I can finally hit the stupid things.

I find that slashing weapons are very good at them, since you can either attack the head or the lower body for an instakill.
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Shelegelah

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Re: Yay Kobolds!
« Reply #5 on: December 23, 2010, 11:08:57 pm »

Yeah, but that most definitely restricts your ability to cross long distances. I mean, what if you want to cross the continent to visit your homeland, or take a trip to one of your remote dwarf fortresses? Even if you manage to survive a trip that long, what with all the boogeymen, you'll still have your travel time multiplied by a ton due to the fact that you can't get away from the damn things 'till morning.

Or can you actually kill an entire pack?
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minno

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Re: Yay Kobolds!
« Reply #6 on: December 23, 2010, 11:35:12 pm »

Yeah, but that most definitely restricts your ability to cross long distances. I mean, what if you want to cross the continent to visit your homeland, or take a trip to one of your remote dwarf fortresses? Even if you manage to survive a trip that long, what with all the boogeymen, you'll still have your travel time multiplied by a ton due to the fact that you can't get away from the damn things 'till morning.

Or can you actually kill an entire pack?

Oh yeah, my current adventurer massacres the little freaks.  A single martial trance lets him decapitate them all in a turn each, and he's strong enough now to hit them even without it.  I've already crossed half the continent, and even fought off bogeymen while "V Drowsy" after not sleeping for days.
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Shelegelah

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Re: Yay Kobolds!
« Reply #7 on: December 23, 2010, 11:41:13 pm »

Oh, I thought that they would continue to respawn, similar to when you try to outrun them.

Interesting... I'll have to give this a try. Thanks!
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minno

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Re: Yay Kobolds!
« Reply #8 on: December 23, 2010, 11:56:32 pm »

Oh, I thought that they would continue to respawn, similar to when you try to outrun them.

Interesting... I'll have to give this a try. Thanks!

I think that they actually teleport when you get the "the bogeyman has vanished" message, so they'll keep whatever injuries you give them.  Also, easy/easier strikes to the feet and legs to put them on the ground make them so much easier to deal with.
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Glanzor

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Re: Yay Kobolds!
« Reply #9 on: December 25, 2010, 01:40:11 pm »

The kobold caves are hidden until you accidentally stumble upon it. Unlike dwarven, goblin and elven settlements you can actually visit them in this version. You probably don't want to do this though, since the kobolds will attack everyone not native to their cave, even if you're a member of their own civilization.

The "attack your allies"-thing is a problem goblin adventurer have as well. The thing is that you are a member of both a civ friendly to the humans (the human site you start at) and a civ hostile to them (the kobold/goblin civ your character is originally from).
The only way to stop this is to remove the [ITEM-THIEF]-/ [BABYSNATCHER]-tag from their entities before worldgen but then your other adventurers will not get attacked by those creatures either so it is probably not worth it.
If you like kobolds that much you could make a separate, friendly kobold civ but then would they really be kobolds any more?
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darkflagrance

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Re: Yay Kobolds!
« Reply #10 on: December 26, 2010, 05:53:35 pm »

^ This might actually be caused by the [LOCAL_BANDITRY] token.
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Glanzor

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Re: Yay Kobolds!
« Reply #11 on: December 26, 2010, 07:45:40 pm »

Oh yeah. That sounds plausible as well.
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Deon

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Re: Yay Kobolds!
« Reply #12 on: December 27, 2010, 02:32:55 am »

It's definitely has nothing to do with babysnatching or item thieving. Darkflagrance is totally right.
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