Kobolds, however, have a serious issue. (I don't count "They point-buy copper weapons instead of iron", or "you need to add [DIGGER:ITEM_WEAPON_PICK]", or the like. Different starting materials is pretty cool, potentially, although some sort of digging item really is needed for any DF mode game.) The issue is: while Kobolds will do jobs set by starting them with points in those areas, the game apparently considers your Kobold underlings to be animals, thus giving the message "This animal can't work" if you try to change their jobs.
I just looked through the file "creature_standard.txt", and I believe I have found the problem: for whatever reason, kobolds are not flagged intelligent. I'll have to see if changing that will fix the problem.
(Note: I'm not complaining or asking for all other civilizations to work perfectly with dwarf mode; this is all just experimentation for my own sake. That said, if Toady does read this, you might want to add [INTELLIGENT] to kobolds.)
[ September 01, 2006: Message edited by: Toady One ]
That sounds like an interesting idea to check for if a creature can integrate with society; I wouldn't mind having non-Dwarves able to join our workforces. (Probably would take a noble and some treaties with other civilizations, though, knowing this game.)