KOBOLD CAMP 2014
(http://i.imgur.com/eLlfFtX.png)
Kobold Camp is a mod so classic that many (myself included) consider it to be an integral part of the overall Dwarf Fortress experience. As such, when I discovered that it was not yet playable for DF2014 I felt I had no choice but to update the mod myself. On doing so, I discovered that over the last several years and incarnations, Kobold Camp had become considerably less primitive than the mod I remembered playing and loving in the past, so I decided to reboot the mod to make Kobolds primitive whelps again! I hope you will enjoy it!
For those of you who have never played it before, this mod is HARD !!EXTRA FUN!! You are unlikely to live through your first siege. Kobolds die from papercuts compared to Dwarves. It is hard to accumulate any significant stockpile of weapons or armor other than wooden clubs and pointy sticks. Humans, Dwarves, and Elves will be coming to wipe you out. On top of that, this mod has been minimally tested, so finding bugs is to be expected.
Features:
Kobolds cannot work metal or most stone, nor dig into said things.
Chert, Quartz, and Obsidian will be found in small pockets in soil and may be used by Kobolds primarily for making stone weapons (Kobolds cannot do masonry at all).
Three new workshops:
Trap Shop - wooden mechanisms and special (primitive) trap components for Kobolds!
Bushcraft Workshop - bone and tooth weapons and more
Training Grounds - the only advantage Kobolds get in this big, scary world. Allows you to train weapon skills with relative ease.
Human, Dwarf, and Elf sieges!
Trade with Goblins, Reptilemen, Troglodytes, and more!
[DOWNLOAD_FROM_DFFD] (http://dffd.wimbli.com/file.php?id=9503) (version 1.61)
HOW TO INSTALL:
Open a freshly unpacked/installed version of dwarf fortress and navigate to the 'raw' folder.
Drag all files to 'raw/objects'.
You're done!
Version History
note: all versions up to 1.6 were developed by other authors. I have merely kept the version numbering system that was started by them.
---ver 1.61---
-Changed the readme to be the format that git/github like (README.md) and cleaned up the readme also
-added some leather armor reactions, moved the fur bed reaction, to Bushcraft Workshop
-added bone cages and statues to Bushcraft workshop
-continuing to tweak on entity_itemthief (aka Kobold Trading partners) [still needs work and testing]
-added the ability to extract blood and brew it into alcohol (idea from Masterwork DF by Meph)
-made weapon stones more effective (thanks, AJC!)
-made vermin edible and added wickerworking (thanks to milo christiansen, creator of Rubble)
---ver 1.6---
-Ported to 40.09
-Uploaded to Github to make mod development more community oriented
-Reworked mod to return Kobold life to a more primitive state, including:
-Removed metal use
-Reworked and simplified weapons significatnly
-Removed the minecart analogue
-Condensced and simplified workshops
-Added the use of chert, obsidian, and quartzite back in
-Disallowed many jobs (masonry, smithing, etc)
-Made Kobolds [ITEM_THIEF] (trade wtih Goblins, sieges from Humans, Elves, Dwarves)
-Gave Kobolds new trading partners (Troglodytes, Frogmen, and more!)
Community Development
In addition to all that, I'm also opening development of this mod (which really, belongs to everyone) to the community by moving development to github! You can fork your own versions or comment on the forks of others, and those forks can be incorporated into the main branch of the mod if they're good and people like them! Yay!
You can also download .zip files of the bleeding edge version of the mod (whichever version is listed as "in progress" in the version history)
GITHUB IS HERE (https://github.com/HelloLion/KoboldCamp)
Issues:
Kobolds taken by moods still want workshops they can't normally use.
Mining appears twice in some skill lists.
Many now useless workshops (mason's workshop, metalsmith's forge) can still be queued up to be built (they just won't be useful).
Trading partners for Kobolds aren't guaranteed to work correctly as they have not been fully tested and were hastily implemented
Who knows?
If you find more issues when playing, or have suggestions, let me know (or fork the git repo!).
Credits for this mod:
mangulwort - helped inspire me to create and release this mod
Lagotrope - Creator of KC2012
Pathos - Creator of KC2010.
Gobbo - Original creator of Kobold Camp.
Meph - made the banner, has been generally a great resource
and everyone on the forums who has helped me with anything
Many others have helped with this mod over the years and I have left their acknowledgements (even for stuff that's not in the mod anymore) in the Kobold Camp Readme file
Embarked on a nice forest with a river. Embark profile:
(http://oi59.tinypic.com/52grys.jpg)
(http://oi58.tinypic.com/210hxlj.jpg)
...well! I guess I'll have to change that, won't I?
(http://oi58.tinypic.com/15wh0tu.jpg)
(http://oi57.tinypic.com/200tbmt.jpg)
Most of my kobolds dream of raising a family; Strubugusloldis is the only one of the starting seven who dreams of becoming a legendary warrior. She'll be leading my military operations; if I'm to defeat the humans and elves I'll need a lot more than just one legend.
(http://oi59.tinypic.com/2n6t5eb.jpg)
Turns out that 1000+ points goes a long way when metal weapons aren't an issue.
(http://oi62.tinypic.com/w1dzck.jpg)
(http://oi61.tinypic.com/1yairk.jpg)
(http://oi59.tinypic.com/33pbx5l.jpg)
Heavily Forested? Hell yes.
Months go by, nothing important. Disaster strikes when a kea steals a suit of masterwork leather armor, driving its maker to throw a tantrum. He kills two recent migrants, murders the Tribe Leader, and breaks the leg of a Knave before calming down. Besides the sudden loss of several kobolds, everyone else is violently unhappy because of their slain friends. The resulting tantrum spiral results in the deaths of all but two kobolds, both of whom are bedridden by crippling wounds.
(http://oi57.tinypic.com/2vvlwy9.jpg)
Thus ends Thlukriris. I haven't lost a fort this early in a long time; KC2014 is a keeper.
Obviously, I was unable to gauge the capabilities of kobolds in combat, although the more mundane uses of the new workshops are quite welcome.
I'd like to make a request. (I could simply do this through github, I suppose, but it's a new interface I'll have to learn, and discussing changes beforehand is always a good idea.) The addition of simple leather armor to the Bushcraft Workshop would be easy and allow consistent armor use for kobold militaries. Leather Armor, High Boots and Banded Skirts aren't always available, and would be a solid (if poor compared to dwarven armor) set. It drives me crazy to be unable to armor them with something.
[REACTION:MAKE_LEATHER_ARMOR]
[NAME:make leather armor]
[BUILDING:BUSHCRAFT:P]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[REACTION:MAKE_LEATHER_SKIRT]
[NAME:make leather banded skirt]
[BUILDING:BUSHCRAFT:P]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_KOBOLD_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
Kobold Camp has just been updated to 1.61!
The big change: Wicker!
When I released Kobold Camp I knew I would probably find things I wanted to change right away. One big thing that was lingering over the mod was that I had removed Stalk Wood, an old farmable crop that produced wood, which allowed Kobolds to embark in areas with little to no trees. I wasn't sold on this solution and didn't like the way Stalk Wood worked, so I removed it, but I didn't initially have a replacement for it. Thankfully, many people have offered to let me reuse parts of their mods, including milo christiansen, creator of Rubble. One thing included as an option in Rubble is the ability to create and craft things from Wicker, a concept I immediately loved. So now, Kobolds have a new workshop, the Basketry, where they can process plants like rope reed and pig tails into Wicker, which can be used to craft Wicker Baskets (bins), Wicker Cabinets, Wicker Chests, Wicker Tables, and Wicker Chairs. Wicker will by no means replace wood, but it gives a wood strapped camp another option.
Other changes:
-Changed the readme to be the format that git/github like (README.md) and cleaned up the readme also
-added some leather armor reactions, moved the fur bed reaction, to Bushcraft Workshop
-added bone cages and statues to Bushcraft workshop
-continuing to tweak on entity_itemthief (aka Kobold Trading partners) [still needs work and testing]
-added the ability to extract blood and brew it into alcohol (idea from Masterwork DF by Meph)
-made weapon stones more effective (thanks, AJC!)
-made vermin edible
DOWNLOAD 1.61 (http://dffd.wimbli.com/file.php?id=9503)
I would advise to change all the worldgen profiles to check "visible caves:yes", that way people can embark on caves and get to the caverns, even without digging rock. It really makes for a different embark.
I will have to playtest this and see how it works but I am interested. Thanks for the idea.
Not sure if you want it, but I had Photoshop open anyway.
(http://i.imgur.com/kFgsUA2.png)
or with credits:
(http://i.imgur.com/eLlfFtX.png)