Why don't you include a description of what Kobold Camp is? :)
With the new options we have for custom buildings and reactions, and caste types, I think Kobold Camp ought to be throughly expanded upon. Mostly for flavor , but there are a lot of uses for these things that could make it more Kobold Campish.
Also, I keep getting this at worldgen:
No controllable entity definitions available
What do?
A few of my ideas for the future:
- A big version of the kobolds for monarchs, maybe gender neutral and unbreedable. It depends if this is possible or not.
- A fur / leather bed maker's shop, using the new custom workshops. Shouldn't be too difficult.
- Working out the individual nobles and seeing how to use them. My ideas are to use shamans as priests ( should we have gods or use [POWERS]? ), mayors as Chieftains and the big bad boys as the aforementioned leaders.
We are also going to need various new tools, weapons, armor, etc. made in custom workshops. Let me know if I could help with anything.
I'm gonna try and tackle the leather beds, now.
Remember, people, kobbs can only dig through soil!
Huh and I thought I'd have to wait longer, I'll update my Langauge thing in a bit. I wonder if he added more symbols and words though.
-ponders-EDIT: Oh also, since we now have custom workshops and custom "other" reactions think we can see the return of the leather beds?
It looks like you could even set it to use/train the "Leatherworking" skill.
I saw that was already though of, I'm screwing around with reactions right now to see if I can make the bed and bed workshop.
My biggest beef with it is that it is impossible to build so many workshops, because the kobolds lack SO MANY skills. I mean seriously, they don't even have masonry?
The Windy Universe, region1: No controllable entity definitions available'My biggest beef with it is that it is impossible to build so many workshops, because the kobolds lack SO MANY skills. I mean seriously, they don't even have masonry?all wood, baby
Huh and I thought I'd have to wait longer, I'll update my Langauge thing in a bit. I wonder if he added more symbols and words though.
-ponders-EDIT: Oh also, since we now have custom workshops and custom "other" reactions think we can see the return of the leather beds?
It looks like you could even set it to use/train the "Leatherworking" skill.
I saw that was already though of, I'm screwing around with reactions right now to see if I can make the bed and bed workshop.
The only trouble is that no language is as awesome as the kobolds random syllables.
There we go, had to up the cave count.
The old kobold camp used to be all I played, probably going to be the same for this one. I have a full set of kobold graphics if anyone is interested.
When you say they can't dig into stone, I hope you mean that I must use the honor system and not dig into stone.If you're willing to impose playing kobolds on yourself, surely you can decide to only dig into soil.
So, each time I try to make a world it gets to the placeing of civilizations then rejects the world and starts over. Anyone know how I can fix that? I'd really like to start tormenting some kobolds.
Well I abandoned the reaction/workshop for now, trying out Nobles since it looks like you just C&P and edit to fit society....
Here's what I have assuming it worksSpoiler (click to show/hide)
Now to test, at least the early guys.
OKAY. I got them working properly.
First, add [MATERIAL_REACTION_PRODUCT:FUR_MAT:LOCAL_CREATURE_MAT:FUR] to SKIN_TEMPLATE in material_template_default.txt.
Now add [ADD_MATERIAL:FUR:TANNED_FUR_TEMPLATE] to the bottom of [BODY_DETAIL_PLAN:STANDARD_MATERIALS] in b_detail_plan_default.
Next, add the following to either material_template_default.txt or a new material_template file if you want to keep them seperate.Spoiler (click to show/hide)
Now create a new reaction file, and paste in:Spoiler (click to show/hide)
Lastly, create a new building file and paste in the following:Spoiler (click to show/hide)
You should now be able to tan skin at the Furrier's Shop for fur, which can then be used to make leather goods at the Leatherworker's shop or turned into bedding at the Furrier's shop.
Why don't you add the responsibility of religion to the Witch Doctor? It would be a nice touch.
Oops. sorry about that.
Would you need help in making weapons? I would like to give them kobbs clubs and shit.
I have a whole bunch of Aztec-themed weapons and items from a kobold mod I did for 40d - d'you want me to throw them up on pastebin for reference?
[CAN_STONE] only works for weapons - you'll need to add a couple of reactions if you want to produce leather slings and stone bullets.
Hehe... I never noticed that someone made a full version of my alternate 'bolds:
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/koboldz_b-1.png)
Has anyone dabbled with the Gypsum Plaster thing yet? I'm wondering if this could be twisted to allow 'bolds to make hanging fur walls for huts, etc.
Of course, it's got to be the Cutebolds.
I'm not an amazing spriter, but I can do it good enough. (http://i189.photobucket.com/albums/z309/vvan4/ryclaw.gif) What professions apart from medical ones need to be done?Of course, it's got to be the Cutebolds.
I'm an awful spriter. I can only recolour, and I'm not that good at that, even. Anyone any good and can finish off the Cutebolds?
I'm not an amazing spriter, but I can do it good enough. (http://i189.photobucket.com/albums/z309/vvan4/ryclaw.gif) What professions apart from medical ones need to be done?
I'm not an amazing spriter, but I can do it good enough. (http://i189.photobucket.com/albums/z309/vvan4/ryclaw.gif) What professions apart from medical ones need to be done?
(http://i749.photobucket.com/albums/xx138/TheDevouringPlague/kobolds-1.png)
Quite a few. Especially specific professions like metalcrafting etc. AT the moment, the only metalsmith one there is is a kobold with a torch.
Are kobolds supposed to have metalcrafting at all? Huh, I guess it'd depend on how primitive you want to play them (personally, I don't even allow them to cook).
By the way, we need wooden mechanisms remade.
Are kobolds supposed to have metalcrafting at all? Huh, I guess it'd depend on how primitive you want to play them (personally, I don't even allow them to cook).
By the way, we need wooden mechanisms remade.
I usually just let them have whatever jobs they enter the map with, if they're non-standard ones. It's nice to see your camp slowly grow with kobolds who have abilities that you can't manually selects. Just one of those game mechanics I really appreciate with the kobold camp mod.
Aah! Kobolds NOT cute!
They are hairless brown skinned creatures with reptilian yellow eyes and arachnophilia.
They are about as cute asSpoiler (click to show/hide)
Not to mention cruel bastards who torture and kill just for the fun of it.
I like the idea of kobb religion but I would added a noble called "Shaman" functioning similar to a priest, witch doctors were all about curing witchcraft and healing, Shamans tended to be heads of Religion, though really it seems the terms can be used interchangeably so I guess that's personal play style again.
Anyways, on a sidenote it seems as long as just one job is unavailable in overall skill group (such as Farming, which I believe covers plant gathering and butchery and a few others) the skill group itself disappears.
So, each time I try to make a world it gets to the placeing of civilizations then rejects the world and starts over. Anyone know how I can fix that? I'd really like to start tormenting some kobolds.
Make more caves for world creation.
That worked, thanks a bunch.
As for bugs to report, I noticed that I wasn't able to bring any weapons unless they were autoassigned to the embark profile, since the WEAPONS option wasn't made visible (even though I had enough to cover the cost). Also, and this may be something related to the main game or the Fur beds, but I noticed the availability of fur as well as leather items... the stranger among which were Cave Fish Fur, and Lobster Fur.
So I started a camp an things are gong great when I realize something. If I hold to the rules and dig only soil how do I get stone to make choppers? Also wouldn't it be fine for them to use copper if they could some how get their hands on it as they do use copper weapons in canon fortress?
this is exactly how I assume kobolds work. This is the best story. I can't wait till the bugs in the version are fixed and the game becomes a little more playable.Spoiler (click to show/hide)
Has anyone edited the graphics_whatever.txt file yet for any of those graphics sets?
What is in there right now is not all that helpful.Spoiler (click to show/hide)
I have a metal/mineral suggestion and it in part answers the question "where do the kobolds get copper if they can't mine/smelt/etc?" Nuggets of copper, silver and gold, these would be effectively pure metals that do not need processing to be used. It would work as a simple reaction that doesn't need fuel or other refining/processing methods to convert, the mineral would not have a metal_ore token, but would use a straight 1 stone = 1 bar custom reaction, value of the stone and the bar should be equal.
For more information see
http://en.wikipedia.org/wiki/Native_metal
http://en.wikipedia.org/wiki/Old_Copper_Complex
Wonder if we can convince anyone to added in the FLINT clusters to chalk, since FLINT is better for stone tools than chert itself, there's also a lower-grade FLINT called common chert.... though I guess if you follow the "No stone breaking rule" (which I do for the most part, less likely to break it now that you can do custom workshops) adding a CLUSTER stone is pointless, since I don't know how to set civs to trade boulders.
For the Witch Doctor, the shamanic-healer types, though I wish you could change the name of a non-noble doctor, I'd rename them healers or something like that, maybe wiseman, or make wiseman be like the therapists of the tribe, that could be another noble, but I'll look into the other noble entries in the raws to see if I can set something similar to that.
Anyways yeah when I say witch doctor I mean the shamanic-healer types or if you go by older cartoons/books/the like the guys who wear the masks and the grass skirts, or are pierced all over.
For the general "Doctor" I'd try and do much less outlandish form of the witch doctor, maybe in a long coat (of leather in my imagination)
ON RELIGION:
I say they're own gods, and maybe powers similar to forces like the elves. I'd like to see a Kobold Sun god, as well as maybe some of the possible megabeast/titan worshipping. (though in most of the world's I've genned there has only been 1 or 2 surviving kobold "tribes".
<snip>
I'm not sure on the whole "allowing kobbs to farm thing", unless I heavily rebalance farming to be hard as hell, ( which is a possibility, any thoughts on this anyone? ) but the rest definitely should be implemented - even if I don't have a clue how to do them. Make bone bars to make bone weapons?I'll look into how to allow as many of these things as I can myself, but custom reactions should make it pretty easy to make weapons and furniture from bone without requiring them to be considered a faux-metal. You just need to tweak it properly.
On the note of implementing things, how does everyone feel about me implementing the Community Combat Balance Overhaul (http://www.bay12games.com/forum/index.php?topic=53100.0)? Or would you rather we waited until the next version?
5. I know it's against popular demand, but please, assuming it works the same as before, leave in [item_thief]. Its biggest effect is counting exported goods as 'stolen'. This has the added effect of keeping your fortress's export wealth very low while still allowing trade, meaning you won't get waves of dozens upon dozens of migrants. Keeping a relatively low population and relying on breeding was a staple of the original mod's balance. Being flooded with kobolds makes it too easy, even as weak as they are.
words I didn't readHoly shitballs it's Gobbo!
EDIT: Oh, and apparently you can put critters both into and out of reactions? If true, this is a goldmine of possibilities for this mod. Requiring live critters to be used to make certain things, or producing critters out of it...
First thing that comes to mind is throwing some small critter into a workshop with a bunch of bone to make an armored version of the critter. But I'm sure with a little more thought, some ideas that are actually GOOD might come of it. ;)
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] [SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
the kobolds have brown wrinkly skin, and I didn't see a mention of hair in the apperance section.
D'ya know if they're still carnivores, or if not how to make that true?Add [CARNIVORE] to the creature entry.
Hey guess, did you know that if you make a stone's [IMPACT_FRACTURE] 5000000, it becomes unmineable? You could edit the stone_template in the material_template_default file to that setting, then make specific exceptions in the material_stone file for soft stones like chert.Great idea :P. Now Toady (probably unintentionally) made a possibility for Kobold Camp to be much more koboldly :P.
Hey guess, did you know that if you make a stone's [IMPACT_FRACTURE] 5000000, it becomes unmineable? You could edit the stone_template in the material_template_default file to that setting, then make specific exceptions in the material_stone file for soft stones like chert.Ignoring any unforeseen consequences, this solves a lot of things. It makes it so you can dig through soil and make warrens, without being able to dig through solid stone. It makes it so you CAN make a few rare things from stone, but to do so you have to explore existing caves and caverns to find the 'soft' stone that can be so used (I'd argue, for the sake of Aztec Kobolds, that obsidian should count as something you can use). It also makes it so even if you can't harvest stone, you can still harvest gems, because Kobolds love shinies.
Also, are Kobold furs brown, grey or just hairless. I could never come to a conclusion. ???According to who?
According to who?
The game paints them as small wrinkly brownish creatures, but I always pictured them (and thus, drew the associated Kobold Camp character set) based on them having very short, fuzzy gray fur.
I will always see kobolds as grey furred, thanks to Gobbo.
On the subject of new jobs that my graphics set lacks, I know medicine is new so can I get thoughts on medibolds?
(http://lairian.files.wordpress.com/2010/04/doctorboldsbig.png)
Do we like BandageBold or SutureBold, and do we like little nurse caps?
...for that matter, can someone direct me to a list of the new jobs so that I can fill in gaps intelligently?
EDIT: while I'm at it, I made some slingers/master slingers, and need another quick poll...
(http://lairian.files.wordpress.com/2010/04/slingerandshamanbig.png)
Shaman with feather headress...or Bozo the Clown?
LOVE the nurse caps, mabye they should be on all medics?
Kinda thinking for the bandagebold, just to make him ever cuter... make him hold a giant bandaid instead of a wrap. :D
suturebold might look better if there was a spool in one hand and a needle in the other.
the sling bolds look great, nice touch for the elite, a red feather might look good as well as the yellow.
not a huge fan of the shamans headdress though, mabye something closer to this if possibleSpoiler (click to show/hide)
I was just asking whether there was a standard view for kobolds. But it should be based off of how the player, or anyone would like to perceive them, didn't mean anything of it.Er, I wasn't taking any offense, I just didn't know what standard you were going by.
If you like it, you can work from it. One idea behind Uristmod (http://www.bay12games.com/forum/index.php?topic=53028.0) is that instead of having to check your modified raws against the DF raws every time DF updates, and try to find everything you may have changed, you have your changes right there, and they're likely to be applicable directly without being modified again. Another is that it can find things and change them en masse for you - like I did with the impact fracture change. (It can also install tilesets and graphics sets, and update saved games when you update raws)
[REACTION:PRODUCE_WOODEN_CLUB]
[NAME:make wood club]
[BUILDING:<whatever the buildings name is>:CUSTOM_S]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB_PRIMITIVE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
[REACTION:PRODUCE_STONE_BULLETS]
[NAME:make stone sling bullets]
[BUILDING:<whatever the buildings name is>:CUSTOM_S]
[REAGENT:A:1:STONE:NONE:NONE:NONE]
[PRODUCT:100:15:ITEM_AMMO_SLING_BULLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
Oh and here's the witchdoctor/chieftain if needed.
is it only me or is everyone elses fur's catching fire and burning away at embark?
Welp. Just got a world with 80 rejects. Come on.
is it only me or is everyone elses fur's catching fire and burning away at embark?
I saw the [nothings] on the embark choose items screen, i think its when it tries to give you some sot of meat and its unavailable, but it for some reason doesn't just remove it,
Perhaps it has something to do with the angler mod that's been added in?
yeah its the angler mod i just tested it, removing it straight from the raws has gotten rid of the [nothing] unit selection,
The version of angler mod Pathos included is made for 40d, not 31.01, which would explain the errors.
Can anyone tell me how to quickly re-add a few jobs, only tanning and butchery, unless its in there already. am new to modding.
cheers anyway.
I remember reading somewhere about Kobolds disending from Dragons. So, maybe rulers could breathe fire and be huge?
I remember reading somewhere about Kobolds disending from Dragons. So, maybe rulers could breathe fire and be huge?
This is a terrible idea invented by Wizards of the Coast with no historical or mythical basis.
I thought in D&D it was Dragon/Dog hybrids.
I thought in D&D it was Dragon/Dog hybrids.
if you mean to assign jobs via the manager screen, I've not messed with that yet as with the current bug of working till they're dehydrated/Hungry, then to death is in, large orders are not that wise... nor is setting a task to repeat.
Also anyone gonna edited the kobold descriptors to match the Cutebold style kobb?
WHICH previous version? Like 23a? Cause as far as I'm 99% in 40D (And 31.01/.02) Caravans are generated.
This may only be very tangentially related, but look what I found.
http://tvtropes.org/pmwiki/pmwiki.php/Main/GRatedSex
See: Trope picture.
Wait, shouldn't Kobolds breed and grow-up faster due to the fact that their much weaker?
Is there any possibility of getting a list of reactions in the custom workshops? And is there supposed to be a way to get stone for bolds, since you gave them can_stone weapons to make? Just curious =P
[ENTITY:FOREST]
[CREATURE:ELF]
[TRANSLATION:ELF]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS_ELVEN]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:NATURE]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[WOOD_WEAPONS]
[WOOD_ARMOR]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[COMMON_DOMESTIC_PACK]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE]
[IMPROVED_BOWS]
[INVADERS_IGNORE_NEUTRALS]
[AT_PEACE_WITH_WILDLIFE]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:PLANTS:384]
[SPHERE_ALIGNMENT:ANIMALS:384]
[SPHERE_ALIGNMENT:TREES:512]
[ART_FACET_MODIFIER:EVIL:0]
[ART_FACET_MODIFIER:GOOD:384]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:384]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]
[ADVENTURE_TIER:2]
[FRIENDLY_COLOR:2:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_LAKE:1]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:ANY_RIVER:1]
[TREE_CAP_DIPLOMACY]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:REGIONAL_FORCE]
[WANDERER]
[SCOUT]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:TRADER]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_PLANT:UNTHINKABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:PUNISH_EXILE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_REPRIMAND]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:PUNISH_EXILE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[POSITION:DRUID]
[NAME:druid:druids]
[NUMBER:1]
[RESPONSIBILITY:RELIGION]
[SUCCESSION:BY_POSITION:ACOLYTE]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[ELECTED]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:2:0:1]
[DUTY_BOUND]
[POSITION:ACOLYTE]
[NAME:acolyte:acolytes]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[PRECEDENCE:100]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:2:0:0]
[DUTY_BOUND]
[POSITION:GENERAL]
[NAME:princess:princesses]
[NUMBER:1]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:RANGER_CAPTAIN:ALL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:LEADER]
[NAME:queen:queens]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION:GENERAL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:2]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:RANGER_CAPTAIN]
[NAME:ranger captain:ranger captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND][ENTITY:SKULKING]
[CREATURE:KOBOLD]
[CIV_CONTROLLABLE]
[INDIV_CONTROLLABLE]
[ADVENTURE_TIER:4]
[DIGGER:ITEM_WEAPON_SHOVEL]
[WEAPON:ITEM_WEAPON_AXE_CHOPPER]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_PRIMITIVE]
[WEAPON:ITEM_WEAPON_SPEAR_PRIMITIVE]
[WEAPON:ITEM_WEAPON_CLUB_PRIMITIVE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_SLING]
[AMMO:ITEM_AMMO_SLING_BULLETS]
[WEAPON:ITEM_WEAPON_TOSS_HAMMER]
[AMMO:ITEM_AMMO_THROWING_HAMMERS]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOY:ITEM_TOY_CHEWTOY]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[INDOOR_WOOD]
[OUTDOOR_WOOD]
[COMMON_DOMESTIC_PET]
[OUTDOOR_FARMING]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:120]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FOOD]
[RELIGION_SPHERE:CAVERNS]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CRAFTS]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:JEWELS]
[SCOUT]
[WANDERER]
[BEAST_HUNTER]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:TAN_A_FUR]
[PERMITTED_REACTION:PRODUCE_LEATHER_BEDDING]
[PERMITTED_REACTION:PRODUCE_LEATHER_SLING]
[PERMITTED_BUILDING:FURRIER]
[PERMITTED_BUILDING:CRITTER_KITCHEN]
[PERMITTED_REACTION:BURN_REMAINS]
[PERMITTED_REACTION:COOK_CRITTER]
[PERMITTED_BUILDING:SCRIMSHAWER]
[PERMITTED_REACTION:CRAFT_BONE_SHOVEL]
[PERMITTED_REACTION:CRAFT_BONE_SWORD]
[PERMITTED_REACTION:CRAFT_DAGGER_LARGE]
[PERMITTED_REACTION:CRAFT_BONE_SPEAR]
[PERMITTED_REACTION:CRAFT_BONE_CLUB]
[PERMITTED_REACTION:CRAFT_BONE_CHOPPER]
[PERMITTED_REACTION:CRAFT_BONE_FLASK]
[PERMITTED_REACTION:CRAFT_SHELL_BUCKLER]
[PERMITTED_REACTION:CRAFT_SHELL_HELMET]
[PERMITTED_REACTION:CRAFT_BONE_ARMOR]
[PERMITTED_REACTION:CRAFT_SHELL_HAMMER]
[PERMITTED_BUILDING:TRAP_SHOP]
[PERMITTED_REACTION:PRODUCE_WOOD_MECHANISM]
[PERMITTED_REACTION:CREATE_SPIKE_TRAP]
[PERMITTED_REACTION:CREATE_DART_TRAP]
[PERMITTED_REACTION:CREATE_HUGE_PILLAR_TRAP]
[PERMITTED_REACTION:CREATE_SWINGING_HAMMER_TRAP]
[PERMITTED_REACTION:CREATE_SHRAPNEL_TRAP]
[PERMITTED_BUILDING:ANATOMICAL_THEATER]
[PERMITTED_REACTION:TRAIN_WOUNDDRESSING]
[PERMITTED_REACTION:TRAIN_SUTURING]
[PERMITTED_REACTION:TRAIN_BONESETTING]
[PERMITTED_REACTION:TRAIN_SURGERY]
[PERMITTED_BUILDING:CRUTCH_TRAINING]
[PERMITTED_REACTION:TRAIN_CRUTCHWALKING]
[PERMITTED_BUILDING:TRAINING_GROUNDS]
[PERMITTED_REACTION:TRAIN_SWORD]
[PERMITTED_REACTION:TRAIN_AXE]
[PERMITTED_REACTION:TRAIN_SPEAR]
[PERMITTED_REACTION:TRAIN_MACE]
[PERMITTED_REACTION:TRAIN_HAMMER]
[PERMITTED_REACTION:TRAIN_DAGGER]
[PERMITTED_BUILDING:STONE_SHAPER]
[PERMITTED_REACTION:CRAFT_OBS_THROWING_HAMMERS]
[PERMITTED_REACTION:CRAFT_CHE_THROWING_HAMMERS]
[PERMITTED_BUILDING:PRIMITIVE_WORKSPACE]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[LAND_HOLDER_TRIGGER:1:20:5000:5000]
[LAND_HOLDER_TRIGGER:2:20:15000:10000]
[LAND_HOLDER_TRIGGER:3:20:30000:20000]
[POSITION:CHIEFTAIN]
[NAME:Chieftain:Chieftains]
[NUMBER:1]
[SPOUSE_MALE:Tribe Father:Tribe Fathers]
[SPOUSE_FEMALE:Tribe Mother:Tribe Mothers]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:500]
[POSITION:HEAD_KOBOLD]
[NAME:Head Kobold:Head Kobolds]
[SITE]
[NUMBER:1]
[REPLACED_BY:VILLAGE_CHIEF]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:VILLAGE_CHIEF]
[NAME:Village Chief:Village Chiefs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:TRADER]
[NAME:Trader:Traders]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:HEAD_KOBOLD]
[APPOINTED_BY:VILLAGE_CHIEF]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:HOARDCOUNTER]
[NAME:Hoardcounter:Hoardcounters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:HEAD_KOBOLD]
[APPOINTED_BY:VILLAGE_CHIEF]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:WARBAND_MARSHAL]
[NAME:Warband Marshal:Warband Marshals]
[SITE]
[NUMBER:1]
[SQUAD:10:warrior-kobold:warrior-kobolds]
[APPOINTED_BY:HEAD_KOBOLD]
[APPOINTED_BY:VILLAGE_CHIEF]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:WARBAND_LEADER:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:WARBAND_LEADER]
[NAME:Warband Leader:Warband Leaders]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:warrior-kobold:warrior-kobolds]
[APPOINTED_BY:WARBAND_MARSHAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHAMAN]
[NAME:Shaman:Shaman]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:RELIGION]
[APPOINTED_BY:VILLAGE_CHIEF]
[APPOINTED_BY:HEAD_KOBOLD]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:WITCH_DOCTOR]
[NAME:Witch Doctor:Witch Doctors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:HEAD_KOBOLD]
[APPOINTED_BY:VILLAGE_CHIEF]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]I have the latest version and I'm having a hard time trying to figure out what might be going on. Basically when I try to start a fort I can't choose any shovels/choppers. Never had this problem before. I'm thinking it's a civilization issue, but I've tried rather repeatedly to regen different worlds of various sizes and each time they don't seem to come out with the ability to start with shovels/choppers. Any help? :(
Love the mod, by the way. Yay kobolds. ;D
Only things I added were the throwing weapons, the fort was started with .7 and then I dropped in .81 replacing all the files it asked me to. but the fort was started with .7 with no modifications, I was expecting to get an error for the new things that .81 but didn't get any. when digging for this Camp I would use ramps and then a 5x5 room while it was still the level below and unrevealed. when testing I thought maybe it being designated without seeing the stone was what caused it but that wasn't the case. [IMPACT_FRACTURE:5000000] is on all applied stones minus the ones that were supposed to not have them.
The elves arrived just like in vanilla DF two merchants with pack animals in late spring. but as I said I wasnt able to test interaction with the traders because all kobolds were dead except for a glass-maker(last migrant to arrive).
And on a different note, Just wondering, how about removing the [IMPACT_FRACTURE:5000000] from native metals. Especially copper since it is a DF staple for bolds and Native "ores" are just the metal itself and doesn't really need any refining to extract it.
It's a problem I'm still trying to figure out, appearently they need the materials to actually build the weapons (as shovels are just picks codewise). Otherwise the "Weapon" option doesn't show up in Embark, I still need to try something to see if it'll work.
I'll get back to everyone if it works.
Huh unless I'm mistaken, alot of the fixes to the raws in 31.03 have poofed again, or the "fixes" weren't actually fixes.
No wait, yeah all the raws reverted back to the 31.02 version of the raws, so... goats have horses again.
raws reverted back to the 31.02 version
I downloaded the last fully packed version (0.81) and somehow meat isn't showing up in the kitchen menu and it can't be cooked into meals, either. I guess that means they won't eat it?
Prolly a problem in the raws, a pointer to fix that would be nice.
Moo Moo, I assume you're talking about the embark screen. I've never been able to go to pick shovels or choppers from the New item list on the embark screen either. It's just not been a problem for me so far, as even "prepare for the journey carefully" sets me up with 2 shovels and choppers, and I can add/subtract if necessary (they should appear at the very top of the list). The only issue is that sometimes you end up with an expensive steel chopper when you'd rather have say bronze. I can't say I know a way around it. But this does bug me now that you mention it, I'll try modding it so you can pick them from the item list.
My kobolds appear to refuse to use bins for any reason, It seems unlikely that it's intentional and I can replicate it on 100% of my forts for your latest version, I can't remember whether or not I even made a bin in the last version or two though.
I thought this sounded like a lot of fun, so I downloaded the full game version and gave it a shot! I started generating my world... and it kept rejecting them. The farthest it would get was "placing caves", but after 96 worlds were rejected, I stopped the game. Is this normal? Did I give up too soon? I didn't change anything in the game, so I am not sure why a world refused to stick. Any help is appreciated.
Are the kobolds embarking with shovels/choppers successfully yet? My last band of kobolds got torn apart by a pack of beak dogs while I tried to come up with a way to get a stone without a digging implement :'(
I have the latest version and I'm having a hard time trying to figure out what might be going on. Basically when I try to start a fort I can't choose any shovels/choppers. Never had this problem before. I'm thinking it's a civilization issue, but I've tried rather repeatedly to regen different worlds of various sizes and each time they don't seem to come out with the ability to start with shovels/choppers. Any help? :(
Love the mod, by the way. Yay kobolds. ;D
Moo Moo, I assume you're talking about the embark screen. I've never been able to go to pick shovels or choppers from the New item list on the embark screen either. It's just not been a problem for me so far, as even "prepare for the journey carefully" sets me up with 2 shovels and choppers, and I can add/subtract if necessary (they should appear at the very top of the list). The only issue is that sometimes you end up with an expensive steel chopper when you'd rather have say bronze. I can't say I know a way around it. But this does bug me now that you mention it, I'll try modding it so you can pick them from the item list.
By the way, the whole sand thing is due to the [GRASSTRAMPLE] ( or something ) tag in the old version. Not sure what it is in the new. Your kobolds walk over grass and remove it from the ground.
I thought this sounded like a lot of fun, so I downloaded the full game version and gave it a shot! I started generating my world... and it kept rejecting them. The farthest it would get was "placing caves", but after 96 worlds were rejected, I stopped the game. Is this normal? Did I give up too soon? I didn't change anything in the game, so I am not sure why a world refused to stick. Any help is appreciated.
Are you using mine or Pathos's? I upped the number of caves, so it should gen worlds pretty reliably in my version. But I mention this since if you were using mine then I'd like to know the details, such that I may remedy this.
Haven't seen this pop up yet but obsidian weapons are turned into wood ones.
Example: Make a rock chopper with obsidian stone and larch wood and you'll get larch chopper.
May be related to what is grabbed last, in this case I believe the wood was grabbed last.
May be a bit annoying to micro rock weapons to ensure obsidian is grabbed after wood is.
That is so weird (On the metalsmithing jobs) I tried that before in my tests and it didn't effect anything, no weapons option came up or anything.
We could always fall back on the old-addage. "Somewhere besides your settlement there is a mad scientist Kobb who studied the practices of the others in the world and found a way to make it work for kobbs."
Or as Gobbo said in the original "There's a super-advanced central fortress somewhere pumping this higher-tech out."
Does anyone here know if it is possible to make armor out of Stone in any shop? I've been wanting my Kobolds to be able to use Native Copper for weapons and armor, but I'm not sure how to make it work properly.
At first I thought that I could modify Native Copper to resemble Obsidian, so that it could be made into Rock Short Swords. I noticed that a lot of materials had tags associated with them like [Item_Weapon] or [Item_Armor], and I also thought that maybe I could add those tags to the Native Copper while still having it keep the [Is_Stone] tag and thought that maybe I'd be able to make stone armor/shields at the Crafts shop under Stone Crafts.
Is it hardcoded that Stone can't be made into armor or something?
Does anyone here know if it is possible to make armor out of Stone in any shop? I've been wanting my Kobolds to be able to use Native Copper for weapons and armor, but I'm not sure how to make it work properly.
At first I thought that I could modify Native Copper to resemble Obsidian, so that it could be made into Rock Short Swords. I noticed that a lot of materials had tags associated with them like [Item_Weapon] or [Item_Armor], and I also thought that maybe I could add those tags to the Native Copper while still having it keep the [Is_Stone] tag and thought that maybe I'd be able to make stone armor/shields at the Crafts shop under Stone Crafts.
Is it hardcoded that Stone can't be made into armor or something?
Fraid that normally, I don't think that armor can be made out of stone/ore. But fret not, next release will have various reactions to make copper shields and breastplates and such.
And Kaelem, I DID say stone_pref, I never make make mistakes, however did you come to that idea?
Next version of Kobold camp. I'll probably just do the main reactions before adding in possible kobold mounts for 0.9, point being is that it'll probably be later tonight, so don't kill yourself over it.
I'm curious as to how you'd be able to make reactions which create objects. Would the objects be able to have quality modifiers, or would they be hardcoded? What I mean is, if you have a custom workshop which has a reaction that requires 1 Copper Nugget and produces 1 Copper Dagger, would the skill of the worker effect the quality of the dagger, or would that be impossible?
Is it even possible at all to code reactions which produce Made Objects, or can they only produce raw materials, like the Smelter Reactions?
I'm curious as to how you'd be able to make reactions which create objects. Would the objects be able to have quality modifiers, or would they be hardcoded? What I mean is, if you have a custom workshop which has a reaction that requires 1 Copper Nugget and produces 1 Copper Dagger, would the skill of the worker effect the quality of the dagger, or would that be impossible?
Is it even possible at all to code reactions which produce Made Objects, or can they only produce raw materials, like the Smelter Reactions?
the answer to that dear bob is no custom reactions can get Quality modifiers. YET, maybe in the next major DF
Lagotrope, the releases are quite decent.
Don't know why you didn't look into the one I released awhile back. :(
The reason kobolds were allowed to "exotic" labors was due to luck based on migrants. Getting a metalsmith or mason was an awesome thing and someone you wanted to protect cuz otherwise waiting for another could be awhile.
It was a balancing the offset for birth (which gives no skills) and annoying migrants (item_thief helped constrict the flow so you didn't jump from 7 to 25).
No idea why I went into that.
Shell Hammer is using two wood logs and two sets of bones; should be one wood log and shell item, right?
Does the readme document all of the new buildings, too? That really threw me for a loop. I still don't know what all of them do, and I am probably missing out on a lot.
Also, a request: I was looking forward to making a rough kobold camp, and had built a wooden wall and mined a very small section for stockpiles. But I wanted most of structures to be above ground. I tried to place a table, but was told they could only be placed inside! Oh no! There went my plan. Could you make it so that kobolds can build furniture where ever they want? I know that (classically) they usually live in caves, but kobolds living above ground does happen, unlike with dwarves.
Ver 0.9 up! (http://dffd.wimbli.com/file.php?id=2071)
No wall of text to say this time. Finished reactions, the main problem this time is that apparently building armor (at least through reaction) auto-sizes the armor to dwarves. In other words, kobolds build armor too big for themselves. Can't believe I didn't notice this with shell helmets earlier. Anyways, seems like they've just got to be kickass at blocking. Also as per recommendation, I resorted the readme. Also put in dungeon master tasks to shamans, leading into the top of the list now, custom exotic mounts to kobolds.
Wow, that completely sucks about the Armor Size problem. Do all shops build only Dwarf Sized equipment now, or is it only Custom Workshops?
I'm pretty sure armour reactions have always made large armour, even in 40d. It's not a new thing.
Later versions of KC 40D had you making shell and bone Platemail in the craft shop that they would wear perfectly fine. I had one military bold leader that had was equiped with a copper spear a full set of goat bone armor and an artifact goat bone helm (that included a Mountain goat skull). sadly I got bored with that Camp since I had my strongest warrior (not the artifact holder) take down a GCSwallow. he had shell plateI'm pretty sure armour reactions have always made large armour, even in 40d. It's not a new thing.
Nope, I had a Kobold Camp in 40D and they all had full suits of Copper Plate which we traded for/forged on site thanks to some handy migrants.
Later versions of KC 40D had you making shell and bone Platemail in the craft shop that they would wear perfectly fine. I had one military bold leader that had was equiped with a copper spear a full set of goat bone armor and an artifact goat bone helm (that included a Mountain goat skull). sadly I got bored with that Camp since I had my strongest warrior (not the artifact holder) take down a GCSwallow. he had shell plateI'm pretty sure armour reactions have always made large armour, even in 40d. It's not a new thing.
Nope, I had a Kobold Camp in 40D and they all had full suits of Copper Plate which we traded for/forged on site thanks to some handy migrants.
In theory, It hasnt worked for me, they always get stuck in a loop trying to use the same shell over and over with nothing actualy being made.Later versions of KC 40D had you making shell and bone Platemail in the craft shop that they would wear perfectly fine. I had one military bold leader that had was equiped with a copper spear a full set of goat bone armor and an artifact goat bone helm (that included a Mountain goat skull). sadly I got bored with that Camp since I had my strongest warrior (not the artifact holder) take down a GCSwallow. he had shell plateI'm pretty sure armour reactions have always made large armour, even in 40d. It's not a new thing.
Nope, I had a Kobold Camp in 40D and they all had full suits of Copper Plate which we traded for/forged on site thanks to some handy migrants.
Can we still make Shell and Bone armor in the new 2010 camps, or is non-custom stuff still Dwarf sized? If I can't have a beaten native copper breastplate I can at least have a guy wearing the bones of his enemies as crappy protection.
Nope, I had a Kobold Camp in 40D and they all had full suits of Copper Plate which we traded for/forged on site thanks to some handy migrants.
Nope, I had a Kobold Camp in 40D and they all had full suits of Copper Plate which we traded for/forged on site thanks to some handy migrants.
Note that I said -reactions-, not the standard workshop jobs. Forging and crafting both still work fine.
No errorlog has popped up yet it doesn't seem possible to make any sort of armor. :X
Have bones and shells yet no option ever comes up.
Easiest way to test if it works is through Job Manager. Nothing with armor even pops up.
I tried to fix it myself but I can't seem to figure it out. Looking at Deon's Genesis mod, everything seems right... just wondering if there's just a open tag somewhere; but it would create an errorlog... <shrug>
I really enjoyed the odd game of Kobold Camp back in 40d, fantastic to see the mod working in 0.32.01. I have had one problem though, when my population passed 50 I lost all my nobles save the Trader and the Hoardcounter. Having looked in the raws it looks like I'm supposed to get the Village Chief but I had no luck. Has anyone else experienced this problem?
Custom nobles have been giving me a headache for the last two days on my own mod, it's as if the problem is following me around.
I meant 31.01. I didn't read the whole topic and completely missed your version, I'll have to give it a try.
Edit to add that I'm now playing the FINAL version. I know humans have always been quite powerful creatures in DF but all my worlds genned for kobold camp have no elves, no goblins, few dwarves but plenty of humans. Is there any way around this problem?
Back from the grave to do a quick update to 31.05.
...that's really about it. If I feel motivated later I'll implement those couple ideas that were just mentioned. Also I added littersize:2:6, which does not generate an error, but I'm unsure if it actually works. If it does, the kobolds are back to 2~6 pups a pop. Otherwise the normal 1~3 if I recall right.
Click for 31.05 kobold camp. (http://dffd.wimbli.com/file.php?id=2071)
I don't seem to be able to get this to work with a tileset. Very nice job, though, I love cutebolds >3<
I even drew you (although terrible) fanarts <3Spoiler (click to show/hide)
Nice, Lokii. I like the eyepatch.
Has anyone else noticed that spears are obscenely powerful? My starting seven kobolds frequently take down families of giants, untrained and unarmoured.
A bump for version 31.12 (http://dffd.wimbli.com/file.php?id=2071)
Also reverted a few more files back to vanilla, aside from all the changes between .08 and .12.
A bump for version 31.12 (http://dffd.wimbli.com/file.php?id=2071)
Also reverted a few more files back to vanilla, aside from all the changes between .08 and .12.
Will it be updated to the newest versions?
Or it dont needed?
How to get iron weapons? And what does the other extra workshops do?
I feel kind of dumb for asking this, but... Where can you make wooden weapons? I can't find them in the Craftsbold's Shop or the Carpenter's Shop. Can you only embark with wooden weaponry, not make it in thefortresscamp?
If you check world gen,kobolds regularly slay megabeasts and then get murdered by giraffes. It's think it's a matter of mentality.
Giraffes will love them, instead of kill themKobold: size 20'000.
Mentioned an idea in another thread earlier today about having one player build a dwarven fortress that included traps and puzzles to protect an artifact, then give the save to kobold adventurers who'd try to steal it.
So like, you COULD set up a permanent outpost in HELL, but it'd take 300 Kobolds, all armed with bronze shields and swords, with flowing red capes? Instead of the normal 70 Dwarfs in full Adamantine plate.
I've got a Neolithic/Simple Technology mod sitting on the backburner, that might mesh really well with Kobold Camp. I did research into early mining (it was done with antlers and horns), early smithing (native metals, cold-worked on a flat stone anvil), and industries that duplicate the utility of Masonry such as Clay, Mudbrick, Ceramics, and Bone-Ash Porcelain. I also know a good bit about Geology. The mod was intended to allow Dwarves to build tech all the way up from nothing, even if you were embarking with no resources whatsoever... but it would work well for Kobold Camp style tech too.You definitely need to get a modder buddy to work with.
I've done all the homework on knapped stone tools, mining technologies, and what reactions were actually used to make different kinds of ceramics of different values and uses... but designing the mods themselves has never been one of my strong suits. If there was a modder who knew their way around the raws, I could definitely supply the research into primitive technology and industrial practices.
I've got a Neolithic/Simple Technology mod sitting on the backburner, that might mesh really well with Kobold Camp. I did research into early mining (it was done with antlers and horns), early smithing (native metals, cold-worked on a flat stone anvil), and industries that duplicate the utility of Masonry such as Clay, Mudbrick, Ceramics, and Bone-Ash Porcelain. I also know a good bit about Geology. The mod was intended to allow Dwarves to build tech all the way up from nothing, even if you were embarking with no resources whatsoever... but it would work well for Kobold Camp style tech too.
I've done all the homework on knapped stone tools, mining technologies, and what reactions were actually used to make different kinds of ceramics of different values and uses... but designing the mods themselves has never been one of my strong suits. If there was a modder who knew their way around the raws, I could definitely supply the research into primitive technology and industrial practices.
Guuuh, maybe I'm being dumb, but when I unzip DF 31.13 and KC 31.13 into the same folder and gen a world, I'm playing as dorfs, not kobolds. Am I missing something?Yeah, don't unzip DF31.13. KC 31.13 is stand alone, it's got all the stuff you need to play with, just run Dwarf Fortress.exe inside the KC31.13 folder and you should be good.
Any chance of a download of this that's just the necessary raw files? I'm running linux so I have to find what's different in order to apply it
I'll rectify this in the near future, perhaps alongside a language/primitive mining/goods that may be coming along. The use of the word FINAL, in hindsight, was bad foresight.Yup. This is DF. Nothing ever stops growing and changing. ;)
My kobolds don't seem to want to eat their prickle berries. In fact, they'd rather starve. What's going on?Kobolds are carnivores. Carnivores only eat meat. Prickle berries are not meat. So, Kobolds do not eat prickle berries.
That was a good idea, and it was my first thought, too, but, oddly, the jobs are there. Kobolds who embark with those skills have those jobs activated, but the jobs themselves are not listed. I even watched kobolds doing things I couldn't tell them to do or not to do using v-p-l.Now that is odd.
Now I've presented a more puzzling conundrum. Kobolds CAN do the jobs, but the only menu items are mining, woodworking, healthcare, hauling, and other. I can't activate or deactivate any other jobs.
Kobolds don't have the armorer job in their entity file, but dwarves do. This is causing the error.
The strange thing about how Dwarf Fortress processes the raws is that the lack of one job will disable all related jobs. So I'd guess that the lack of a [PERMITTED_JOB:ARMORER] tag is causing this.
However, note that if you removed any job of a group of labors, such as STRAND_EXTRACTOR, which is considered a crafting job, this will also cause every other related job to disappear. Also, I think you have to regenerate a world to make jobs you re-enable for an entity available after you change their entity file.
Edit: I decided to test this myself, using the Separate raws (http://dffd.wimbli.com/file.php?id=3139). Interestingly, while all metalsmithing labors are disabled, as they should be due to the lack of armorer, I can assign all my kobolds to carry out crafting labors. You should try adding the armorer job anyway, but I think the problem is likely with your file rather than with the actual mod. It might be worth uploading it so we can take a look.
However, somewhere along the line, all stone became mineable again. I do not know why, and when I think about it, the last few versions have been built on aquifers during testing and I simply assumed it worked. Now that I think about it, this may have been a problem for awhile, I don't know. I changed the impact_fracture to 50 million instead of the usual 5 mil but it didn't change anything. Help on that would be lovely, as I felt that was one of the biggest things df2010 did for KC.There's now an [UNDIGGABLE] tag that (surprisingly) (http://tvtropes.org/pmwiki/pmwiki.php/Main/ExactlyWhatItSaysOnTheTin) makes the stone it is applied to undiggable. IIRC, Toady added it after the version where raw adamantine was undiggable, and issues with the straight-up fix to that made him just add that tag to HFStone. Something like that. Regardless, now, stones that are [UNDIGGABLE] are undiggable, and stones without it aren't.
Why would armorer disabled cause crafting to be disabled?
Nevertheless, adding back all the crafting jobs, or ensuring they're all there, should be doable; I wonder if Toady will change that. It seems like a limitation that removing one job removes the whole process tree. Maybe jobs should have their own files, and job trees should get files, as well, making this sort of issue vanish.
Meanwhile, I'll add stonecrafting, etc until I get crafting, and other such jobs until I have what I want. Thanks!
I've just read through all previous Kobold Camp stuff, and have noticed there's a horrible lack of artwork recently...Oh, how I wish I was an artist.
But, the development here is second to none. I've not done any detailed tests, but everything checks out okay. Fortress mode is certainly playable... Double aquifer keeping me well away from the bed rock though, so I figured it best to save the landscape butchering to my mega wooden building projects. *tee hee*
But, the development here is second to none.I think I might have worded that wrong. Urgh, my [UTTERANCES] are coming though.
This does remind me that I kinda wish there was a way to make trees grow back faster; as your little land zone tends to run out quite quickly when you build with wood. It'll probably be a long time before Toady implements such things as sending out lumber parties. I'm toying with the idea of making a reaction for processed wood; essentially giving you 2 logs for one. I don't know/remember how I'd make it so that processed wood can't be used for the reaction though, otherwise it'd be infinite wood.I did think perhaps you could make *gulp* yet another custom workshop!
Speaking of ideas I'm unsure about, not sure if I care to have kobolds have an actual language. Feels kinda weird.I quite agree with you there, but the trouble is that some functionality is lost without it.
I did think perhaps you could make *gulp* yet another custom workshop!
One that deals with carpentary jobs for things like sawdust and half-logs, things like that. That way at least you can turn standard logs into items that do tasks, but aren't the same.
Right... I think I will need to make another custom workshop, again. Still, worried about how to make the processed wood ineligible to be processed again. Maybe make the product logs act as blocks, that might work. It should be possible though, so I'll look into that in the near future.Wooden blocks are a point I didn't think of.
Now I'm getting segfaults on worldgen.I've not run into a segfault, or at least, haven't heard of them. I'm hoping you've tried this twice at least though to make sure it's not just a one off.
DF just segfaulted on me.
What happened was this: I edited the entity_default.txt file so kobolds would have the complete crafting and farming trees.
I ran df.
I generated a world with default parameters.
DF segfaulted.
Just the job_permitted segments. I inserted the entire woodworking, the entire crafting, and the entire farming trees.
[WEAPON:ITEM_WEAPON_CHOPPER] is still in entity_default.txt, as is shovel and bow and short sword. I haven't been able to embark with any of these, either, but maybe that's a failure of the version I downloaded. I downloaded from the link at the start of this thread, btw.
I downloaded from the link at the start of this thread, btw.That does indeed explain the trouble.
That does indeed explain the trouble.
I can't help but think you've already thought of this, Lagotrope, but perhaps a new thread is in order for the 1.x versions of Kobold Camp? ;D
Perhaps it's about time I try again, this isn't the first time people keep downloading Pathos'.I think it's got a better chance of success, what with "VERSION 1.X, DOWNLOAD HERE!" or something.
Wood mechanisms seem to be bugged for me. After producing just one mechanism to begin with, my engineer now just hauls a log out to the shop, spends a few seconds IRL-time with it, and then the log disappears with no mechanism produced.That's not a bug. The reaction eats a log every time it is run, but has only a 40% chance of producing a mechanism. The fact that you apparently got a mechanism the first time you ran it was a fluke. Just run it several more times, and you will eventually get more mechanisms.
Wood mechanisms seem to be bugged for me. After producing just one mechanism to begin with, my engineer now just hauls a log out to the shop, spends a few seconds IRL-time with it, and then the log disappears with no mechanism produced.That's not a bug. The reaction eats a log every time it is run, but has only a 40% chance of producing a mechanism. The fact that you apparently got a mechanism the first time you ran it was a fluke. Just run it several more times, and you will eventually get more mechanisms.
It's to make it so that kobolds can't just trap the crap out of everything as effortlessly as dwarves can. Kobolds suck so much that everything is harder, even the easy stuff. That's why it's a challenge mod 8)
The bedrocks generally supposed to be unmineable anyhow though so I haven't paid it much mind; it's only a pain if you would otherwise get lucky with a chert/shale ground, or a gold vein or such precious mineral that's left mineable.As Lagotrope was saying, it's theoretically there, but it's difficult to test what with all the Aquifers about.
Did you try to make most of the rocks undiggable and some soft ones diggable? It would allow you to live in soil and rarely get some rock.
I agree that there should be an update account for the newer versions. Also, is their a way to for Kobolds to plant more trees? Having the planter just start a grove of trees, even if they grow slowly, would make for a much easier time. Is it possible?I don't think theres a way to plant real trees, but it may be possible to mod a crop that gives wood when harvested
Also, Bump for the Bump God.
It's STONE_PREF. Without it you will be unable to buy stones from your parent civ. Also you could just increase the rock's value dramatically, because the rock SHOULD be valuable for kobolds.Did you try to make most of the rocks undiggable and some soft ones diggable? It would allow you to live in soil and rarely get some rock.
Yes, at the moment (last version was tested) all the sand and soft soil is diggable, and most rock undiggable (chert and shale for rocks, and then native copper/silver/gold/plat as well as gem-veins remain diggable) so actually digging for rocks works as intended. The problem I got going was that you can embark with stone, and given its cheapness you could easily spare enough points for say 100 rocks, enough to last a good while.
If I recall this was made by an entity tag that I forget, and I believe removing it also had some adverse effects, opting me to leave it in. Hence as I say, that part is on the player to decide whether he wants to make it easy or hard by embarking with stone. Once you're in though, an unmodded kobold camp will be difficult or at least require luck to get much stone beyond that.
Protip: If you embark on a tile in which two brooks (or rivers whatever) merge, then usually there's a good elevation difference between the rivers, making a waterfall and more importantly a modest number of z-levels of a cliffside. Usually somewhere along the cliff side, perhaps needing scaffolding to get to, there's often diggable veins for kobolds.
It's STONE_PREF. Without it you will be unable to buy stones from your parent civ. Also you could just increase the rock's value dramatically, because the rock SHOULD be valuable for kobolds.
Just a quick post here to say: Today I noticed that [WEAPON:ITEM_WEAPON_DAGGER_LARGE] is listed twice in the entity_default file. (Once below choppers, and once below throwing hammers.)
Don't think it makes any difference, but it doesn't look too streamlined.
On a side note, I'm testing out having a seperate Kobold Civilization in my DF-proper.
Hopefully I should be able to play as Tribal Kobolds, while also being hostile towards feral Kobolds.
This should shake up the playing field a little bit.
I agree that there should be an update account for the newer versions. Also, is their a way to for Kobolds to plant more trees? Having the planter just start a grove of trees, even if they grow slowly, would make for a much easier time. Is it possible?I don't think theres a way to plant real trees, but it may be possible to mod a crop that gives wood when harvested
Also, Bump for the Bump God.
Also, I'm working on a few pets for kobold camp. So far I have Pet spiders (taking the place of cats), Mantis shrimp (pretty damn powerful, but not unreasonably so. Might need to nerf them to keep them in the tradition of kobold camp), and giant centipedes which have a weak paralyzing bite. I'm working on some pack animal types currently, maybe gigantic rats or large beetles. Not really sure. Anyways, if you're interested in including them with the mod I can post them as soon as their finished. It seems to me that kobolds should have their own set of animals, I can't see them with cats and cows and dogs and stuff.
Okay, my first and only camp with a fully established civilization behind it is finnally underway..Unfortunately, I'm not entirely sure about the status of the other Civilization of Kobolds...
There was only one listing of "Kobold" on the nabours screen and that was friendly, so there is a possibility that the game will only gen one civ per race. I'm hoping that's not the case though, and I think I'm gunna try running another world gen and checking the Ledgends instead.
While, this may take a slight tweak in the Civ's higherarchy, if the new towns and cities aren't too massive, setting the Kobold's native habitat to Town, it should theoretically make it gen Kobold towns that actually resemble what I expect the average camp to look like. I think it'd be pretty neat to grab quests from a Kobold Shaman, or Chieftain. :P
And, just a quick note~
I removed the Item_Theif tag from the Kobold-Town Civ, to try and build hostilities between them and regular Skulking Kobolds. While I can't determine the Skulking presence yet, I've noticed that Elves have become a lot more tolerant. It'd be nice if there was a way to pick and choose who attacks who by default, etc!
Can't wait for the new topic! .. Or the new version for that matter.