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Author Topic: [31.22] Kobolds  (Read 3216 times)

Kamamura

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[31.22] Kobolds
« on: March 25, 2011, 10:44:02 am »

Have you seen them recently? IMO they were (temporarily?) removed from the game.
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The entire content consists of senseless murder, a pile of faceless naked women and zero regard for human life in general, all in the service of the protagonist's base impulses. It is clearly a cry for help from a neglected, self absorbed and disempowered juvenile badly in need of affectionate guidance. What a sad, sad display.

Cyroth

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Re: [31.22] Kobolds
« Reply #1 on: March 25, 2011, 10:45:27 am »

Kobolds can not sustain themselves currently, and usually they go extinct after 2 or so years because they all starve
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Re: [31.22] Kobolds
« Reply #2 on: March 25, 2011, 10:46:08 am »

Solution: Add NO_EAT and NO_DRINK to the KOBOLD creature entry.
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Jeoshua

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Re: [31.22] Kobolds
« Reply #3 on: March 25, 2011, 12:41:24 pm »

It's very strange.  Even if you grab something like Kobold Cave, which makes them a true civ, they still starve if they need food.  I even gave them a FREE_FOOD reaction that would presumably be run in worldgen just like the templates for raw materials that are used in Genesis to keep all the civs armed to the teeth with Steel and Bronze... but no dice.  They still starved, year 4.

What gives here? Do we have to make them live in sprawling human-style cities to make them survive or what?
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Dyret

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Re: [31.22] Kobolds
« Reply #4 on: March 25, 2011, 01:45:29 pm »

I was ambushed by two recently... might have been the last ones in the world for all I know.

This was 250 years into the game, so they must have been able to feed themselves that long, at least, but yeah, they're definitely a rare sight these days.
« Last Edit: March 25, 2011, 01:51:12 pm by Dyret »
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LordBistian

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Re: [31.22] Kobolds
« Reply #5 on: March 25, 2011, 01:52:43 pm »

Add    [INDOOR_FARMING]  to their entity file. That should keep them alive. It works on Dwarves. I think.
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ral

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Re: [31.22] Kobolds
« Reply #6 on: March 25, 2011, 03:35:20 pm »

I created a world with history ending at year 2. Kobolds still around. An ambush comes along and they immediately start laying eggs in my nest boxes.

Sutremaine

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Re: [31.22] Kobolds
« Reply #7 on: March 25, 2011, 07:51:40 pm »

Add    [INDOOR_FARMING]  to their entity file. That should keep them alive. It works on Dwarves. I think.
Dwarves aren't carnivores.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

GaxkangtheUnbound

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Re: [31.22] Kobolds
« Reply #8 on: March 26, 2011, 01:04:44 pm »

Add    [INDOOR_FARMING]  to their entity file. That should keep them alive. It works on Dwarves. I think.
Dwarves aren't carnivores.
Funny thing is, a carnivorous civilization can survive in worldgen by farming.
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darkflagrance

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Re: [31.22] Kobolds
« Reply #9 on: March 26, 2011, 02:16:14 pm »

They probably just survive off that eyeball grass. I mean it's technically meat...
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RTiger

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Re: [31.22] Kobolds
« Reply #10 on: March 26, 2011, 02:20:38 pm »

I get ambushed by kobolds all the time. I tested in Adv mode, Kobolds don't live everywhere.
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Dutchling

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Re: [31.22] Kobolds
« Reply #11 on: March 26, 2011, 05:23:02 pm »

If kobold do survive, should they show up on embark screen?
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Teneb

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Re: [31.22] Kobolds
« Reply #12 on: March 26, 2011, 05:24:20 pm »

If kobold do survive, should they show up on embark screen?

They didn't in earlier versions, I belive. So they shouldn't appear in newer ones either
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Re: [31.22] Kobolds
« Reply #13 on: March 26, 2011, 06:00:19 pm »

Actually they are listed as neighbors on embark. Does the [NOEAT] [NODRINK] solution work? I can imagine their actual raw files being completely ignored by the game during world gen.
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Re: [31.22] Kobolds
« Reply #14 on: March 26, 2011, 06:05:46 pm »

Their "actual raw files" are the only reason they're generated in the first place.

For reference, the no eat/drink tweak is the only thing keeping goblins from starving during worldgen right now.
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