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Messages - Gobbo

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1
I feel a bit distant from the new version at the moment so I'm afraid I can't comment too in-depth, but you're right on track with the quick-maturation aspect of Kobolds.
In fact, in the original version, a Kobold went from baby to child at age 1 year, and child to adult at age 2 years.

2 years from birth to full adulthood. Kobolds grow up quickly -- largely out of necessity.

2
This is looking promising. A scrimshawer's workshop to make bone furniture and other items would be nice, plus maybe some bone weaponry, scale armor, things like that.
Trying to make it myself made me realize just how different the new raws are, when my kobolds began producing Horse Nervous Tissue beds and the like.

Oh and here's the witchdoctor/chieftain if needed.

3
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.

As for the Witchy noble, how about something like this?

I'm considering more facepaint, to suggest a skull.

4
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.
Encourages settling in caves, an option that wasn't really viable until this new, much-expanded cave system was added.
All things to consider.
Of course, in the end, everyone's Kobold Camp experience is merely based on a template, with changes made as they prefer them. We just need to make a majority-agreeable template, that's all.

Also, are Kobold furs brown, grey or just hairless. I could never come to a conclusion. ???
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.

5
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?
On the note of implementing things, how does everyone feel about me implementing the Community Combat Balance Overhaul? Or would you rather we waited until the next version?
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.
As I understand it, farming is already difficult because it requires irrigation even on soil (though this is probably going to be changed soon as most people see it as a bug). I suppose very limited crops would be an alternative, or a dearth of seeds. In any case it can be left out if needed but I don't think it's any worse than fishing, which can provide pretty much infinite food in the right setting anyway. And farming takes more effort.

Another thought came up: maybe since butchering can yield blood now (I'm pretty sure?) we could allow the bolds to brew booze from blood.

As for combat, I think we should wait on the next version, since some oddities are deeper than that effort, however admirable, will be able to fix.

6
DF Modding / Re: Spider Overhaul
« on: April 06, 2010, 05:15:13 pm »
Now give them a way to hold tools and let us cash in on these castes by founding Spider Fortresses.
Make a spider civ.
Let's do this.
My spiders will rule the world.

7
Currently ITEM_TOKENS, which define the broadest type of the item, such as stone, bar, block, wood, weapon, etc., are hard coded as to whether they can be placed into bins or not.
Well, that's all I needed to know.
Damn shame, though.  :-\

8
I, like many others, am tired of having gargantuan stone stockpiles simply because stone can't be put in bins. Same goes for wood.
Primarily my concern is actually being unable to store things like bones and skulls in bins, thereby making my refuse stockpile gigantic just so I can keep shells and stuff around for crafts.

So the question here is, is there any way to allow bins to be used with items and stockpiles that normally CANNOT use bins? Can I condense my refuse/stone/wood stockpiles with clever editing?

On the same subject: It was hard enough figuring out the old custom stockpile settings, but the new ones are even worse. How am I supposed to make a stockpile for craftable goods like teeth, bones, skulls, scales, shells, ivory, horns, etc., that doesn't also accept rotting items like body parts, torso halves, and so on? The only thing I can see to narrow down 'refuse' now is "by monster type" which is pointless, and there's still no "organic craftables" option for other stockpiles, so useful stuff like ivory is still considered "refuse"!

Sorry if this all has been asked already but I searched around and couldn't find anything unless it was buried under some obscure topic name.

9
As the creator of the original Kobold Camp, I commend you for taking up the mantle, and have some suggestions and additions to recommend:

1. Now that butchery and the like is so vastly expanded on, kobolds will probably rely on animals a lot more. I don't know if milking is indeed bugged like I heard it was but animals that can be milked, sheared, and butchered are probably prolific in kobold civilizations, a true staple of society. Making (or simply appropriating) some kind of shaggy beast that can simply be sheared or 'milked' (whatever the raws allow) for fur would be a good start, especially if that fur can then be used for bedding, light armor, clothing, etc.
1b. Further, kobolds should have the ability to tame all sorts of weird beasts without a noble (or perhaps should just get the Dungeon Master equivalent very early on). Just as they should be able to raise and milk weird beasts dwarves would never be seen with, they should also have the ability to train, tame, and even bring to embark a number of stranger creatures. Vicious beasts are going to be insanely important to keeping your camp alive, and just catching them in the first place will require your 'bolds to risk life and limb. Which brings me to...
2. Traps! Now that you can change reactions on any workshop, you can make wooden mechanisms (or perhaps limit them, since they'll be valuable, by requiring them to be made of bone or something, or multiple items all added together). That means that 'bolds can finally have access to traps, something fantasy kobolds almost always do, without needing to also have the ability to strip-mine. Even if the traps are limited to just primitive pit, cage, and spike traps, it would be a huge improvement.
3. Along those same lines, perhaps a larger focus on agrarian culture.
4. Variable weapons. Now that you can assign any weapon type, kobolds will probably go more for daggers, slings, blowpipes, and regular bows than battle axes and crossbows. I see you're already working on this though.
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.
6. Now that actual worthwhile caves are in, kobolds should be allowed to settle in them (with the obvious downside that they're usually infested with monsters). Though without smelting most of the ore will be useless, perhaps it would be beneficial to look into something to do with all those gems. After all, kobolds like shiny stuff!
7. Wooden weapons. Non-training weapons (especially spears and clubs) should be craftable from wood, now that it's a viable option. They won't be very good but sharp stone is fairly hard to come by.
8. You have custom workshops now, that can make virtually anything out of anything. Absolutely go wild with this. Fur furniture/bedding is a great start, but think of the possibilities. Bone weapons, bone furniture, scale armor, tooth-tipped arrows, bins made from skulls! Any creations focused around organic parts would be best, but really you can make anything into anything so it's just a matter of figuring out what you want at this point.

Good luck, and good work so far, it seems!



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. ;)

10
DF Modding / Re: Kobold Camp
« on: March 24, 2009, 02:44:19 am »
That Steampunk Kobold Camp mod is coming along. Right now we're at the steam-powered water vehicles section.

11
DF Modding / Re: Kobold Camp
« on: February 14, 2009, 05:08:52 am »
Sure, you may look down on kobolds for their spending habits NOW, but what if they looked like THIS?


THEN I bet you'd shell out some freshly-minted coins for a few Eskimo kisses, too!

12
DF Modding / Re: Kobold Camp
« on: February 13, 2009, 03:50:00 am »
One thing you can say about Kobold prostitution:
It's not very offensive.

13
DF Modding / Re: Kobold Camp
« on: February 12, 2009, 02:25:47 pm »
Oh gobbo, how doth I get free wood without a smelter?

Every map I've played on has been deforested within 2 hours and then everyone dies.
Start in the most heavily-forested area you can find. If you're not playing in the middle of a dense forest, you'd better have other means of survival. Try carving into hillsides so you only have to build a roof. It'll save you 8 logs per house.

14
DF Modding / Re: Kobold Camp
« on: February 11, 2009, 09:22:36 pm »


Here's hoping the future dev arcs allowing inter-site sieges and raids will also allow kobold thieves to be sent out.
One stolen gold scepter could be worth three times the rest of the camp put together.

15
DF Modding / Re: POKHOMME 1.0
« on: December 04, 2008, 09:34:16 pm »
No, "homme" is French. You have them backwards, sir.
How about Rochehomme, so it's the same language?
Or "Rocciumo", an amalgam of rock+man in Italian?

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