Bay 12 Games Forum
Dwarf Fortress => DF General Discussion => Topic started by: Xvareon on January 09, 2011, 04:53:22 pm
-
I started a new fort bordering a badlands region, mainly untamed wilds with a nearby mountain. To my surprise I found a MASSIVE group of Kobolds a catapult shot away from my wagon, about forty or so, with all the random cheap trinkets and other items laying around in the open. They all have civilian designations like stonecrafter and herbalist, all in tunics and loincloths. Hunters have quivers but no arrows. Nothing has happened yet I just now found this, I'll try and dig like a madman before they realize I'm here.
(http://i750.photobucket.com/albums/xx142/Setokaiva/KoboldCamp.jpg)
-
Have you looked at the units list? Last I remember, kobolds on a site you on which you embark aren't hostile to your dwarves, but the last time I managed to find a kobold camp was in 40d.
And by the way, all their stuff is up for grabs. I guess they don't really care about material wealth, they just steal to piss people off.
-
they are ALL listed as hostile, yet they don't seem to be aggressive to my Dwarves or passing one-humped camels that walk right through their camp. None are armed, either. Still this is weird... normally Kobolds live in caves, and I'm nowhere near one. World gen always seems to put those (and the volcanoes) at the extreme edges of the world map.
-
They won't be hostile to anything that's yours. (Dwarves, Camels, Dogs)
They will be hostile to other creatures though, like forgotten beasts and goblins.
-
Build a little village for them. Or a fortress, if you'd rather.
-
And by the way, all their stuff is up for grabs. I guess they don't really care about material wealth, they just steal to piss people off.
That's the way we roll. 8)
Build a little village for them.
I really must see this. I'm tempted to gen worlds until I find a Kobold Camp.
And, I'm glad to be the first to say this...
All those shinies.. So beautiful. -- WAIT! There's a red crown in that picture. What's it made of?
-
1. Get barrels.
2. Fill with alcohol.
3. Create magma pump.
4. Put barrels in the middle of the kobold camp.
5. Make an aqueduct spill magma onto the barrels.
6. Pump.
7. ???
8. Screenshot and paste here.
9. Good times.
-
That red crown is made of Cinnabar.
By the way the kobolds are very much hostile... they won't attack from where they are, but if my dwarves get close to them they give chase. Two did so and got ripped apart by dogs. There is a standoff for now but I'm still going to dig like a madman until I get steel weapons. I just hope like hell my first migrants don't wander into their camp.
-
Just send in the dogs.
-
Just send in the clowns.
-
Can we get seeds and locations? Kobald camps are a lucky find indeed.
-
1. Get barrels.
2. Fill with alcohol.
3. Create magma pump.
4. Put barrels in the middle of the kobold camp.
5. Make an aqueduct spill magma onto the barrels.
6. Pump.
7. Can we get seeds and locations? Kobald camps are a lucky find indeed.
8. Screenshot and paste here.
9. Good times.
In that order.
-
I haven't got the faintest idea what the seed is and no way to find it. If anyone knows, let me know.
Anyways update here... My dwarves seem to think its a damn good idea to run to the kobold camp, aggro a few of them back and let them get eaten alive by war dogs. Oh, and my expedition leader was chased by four kobolds until she finally used her copper pick to murder all four of them in a row. Had it wrestled away in the fight, too, but I got it back later. Covered in bruises but healed in a couple days.
-
I had this on a recent embark. The hilarious part was a regular kobold thief was discovered by the kobolds in the camp, who immediately set upon and killed him. This seemed to trigger a sort of civil war in the camp with groups of kobolds slaughtering each other with gleeful abandon for several months until one side was wiped out. At least on my side of the river(there was no path accross). On the far side the other faction, who now appeared as friendly, gained the upper hand leading to a kobold cold war.
-
That red crown is made of Cinnabar.
By the way the kobolds are very much hostile... they won't attack from where they are, but if my dwarves get close to them they give chase. Two did so and got ripped apart by dogs. There is a standoff for now but I'm still going to dig like a madman until I get steel weapons. I just hope like hell my first migrants don't wander into their camp.
SO in that case, build a fort rather than a town, and make it big enough that they don't attack the dwarves working on the walls.
-
Too late for that. The exact same thing roguester said just happened.
(http://i750.photobucket.com/albums/xx142/Setokaiva/Betrayal.jpg)
The gray colored 'k' down in the bottom left is the thief, who has stolen a cheap yellow jewel. The entire camp chased him down and ripped him apart limb from limb, but not before he killed about five kobolds with his dagger and seriously wounded others. The ENTIRE GROUP of kobolds is now picking sides, some of them are listed as Friendly and some are Hostile, but the whole group dispersed and has fled in all directions, picking fights with whoever they run into. They uncovered another thief but didn't bother attacking him. I am hereby locking my doors and arming all my Dwarves with steel and adamantine maces and hammers in preparation for the Kobolocalypse.
-
They're actually hostile? That's strange, I had a friend who embarked in a human fortress that had some kind of demon kangaroo that was killing all the humans, but it wouldn't attack him. The Goblins that were on the map at the time also wouldn't kill him. hmm. I guess he was just lucky.
(It was actually a demon kangaroo twisted into human form with external ribs, it chanted ceaselessly.)
-
The Great Kobold War has ended. The Friendly Kobold faction has won, no hostile Kobolds remain on the map.
Death toll:
71 Kobolds dead
20 Kobolds alive
This all by the first Autumn. Much fun.
-
Looks like loyalty cascades affect non-player civs as well. Interesting.
-
One particular Kobold by the name of Thrukukulchmer Morultastrod Egeth Vumshar seems to be 'chief' among the Kobold tribe now. (No one else has that long a name, must have done most of the killing)
-
No significant change so far. Kobolds continue to gather in the pile of useless junk, rain and thieves be damned. Two full sets of Adamantine armor have been made, and a giant crocodile of a Forgotten Beast showed up. One of my bone carvers died to being stabbed by a Goblin snatcher because I didn't have any traps yet, I had Adamantine fever through-and-through.
-
Just thought I'd let you know how the bug of "surface kobolds" comes up.
Notice the stream running through the site? During worldgen, a stream got placed on the same location as a cave. The result is a bug in which there is no cave, but worldgen still places creatures as if there were, just slapping them on the surface. I had a similar thing happen a while back, but with a cave full of ettins and elkbirds.
Good times.
-
If they're unarmed as you say, it'd be much easier just to send in a massive war dog army!
-
If they are friendly just leave them there to soften your first siege up a bit!
-
The Kobolds have been annihilated. My first Goblin ambush party just showed up in their camp, armed with hammers and spears, and wiped out the whole tribe. As they had copper or higher body armor bare hands didn't even scratch them. They are ignoring my surface Dwarves and animals and hunting the remaining Kobolds now. I consider this a perfect opportunity to test the power of Adamantine-equipped Dwarves.
-
The seed and stuff should be fairly easy to get... I forget the exact process though.
-
Yes. Just copy the save folder, load the copy, abandon it, go into legends mode and export the information. There should be a button on the bottom. I want to instigate said loyalty cascade and build a tower for the friendly kobolds.
*sigh* I should really read the post dates before replying. :-\
-
No need to abandon. Just hit escape and then go to Export Local Image. The just export a single z-level. In your base DF directory will be a text file with all the world gen parameters and seeds. Keep in mind modded RAWs could alter the history of the world so a kobold camp may never be founded at that site.
-
So, uh, how did those adamantine maces and hammers work out in the end?
-
So, uh, how did those adamantine maces and hammers work out in the end?
xD. Exactly what I was thinking. Exactly.
-
Build them a fort, lock (or wall) them into it, then flood it.
With magma, obviously.