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Messages - mangulwort

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1
I hope someone updates this!

2
I wish to see how kobolds live in caves!

3
I can not gain shovels on embark, the game crashes. anyone else with this problem?

4
Mod Releases / Re: TribalFortress Mod v1.3 [40.24]
« on: May 02, 2015, 11:10:45 am »
You should add playable kobolds. Since everyone is low tech they might have an advantage!

5
DF Modding / Re: Urist's Ark - taking suggestions before launch
« on: April 19, 2015, 12:48:11 pm »
Blue Footed Boobie, Bison, Cassowary, crane, dudong,Wildebeest and lemming.

6
DF Community Games & Stories / Re: The Hall of Legends
« on: March 27, 2015, 05:24:07 pm »
Adventures on Monster Island is fantastic!

7
DF General Discussion / Re: Future of the Fortress
« on: March 23, 2015, 04:20:05 pm »
Will Kobolds dance in the next update? In the raws they seem to not understand the concept of music but Koblds must have some way to express joy when they successfully steal treasure.

8
DF General Discussion / Re: Dwarf Fortress Talk #22: Feedback
« on: March 23, 2015, 04:18:33 pm »
Will Kobolds dance in the next update? In the raws they seem to not understand the concept of music but Koblds must have some way to express joy when they successfully steal treasure.

9
Does this still work old boy?

10
Thank you for "crediting me for my hard work"  ;D You did a good job! I guess I will try to add bits from my kobold mod to this mod on github. How does github work?
(edit)
Sorry but why do kobolds live in cities?

11
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 11:03:25 pm »
I do not know what is the best because i only played the latest one. It adds unnecessary outfits and buildings like the critter kitchen and the training yard and adds too many jobs to the kobolds. Kobolds should not know how to carve gems and make glass!

I agree, that was my first thought. I don't think kobolds should be able to work metal and all this nonsense. It's far too complex. Definitely going to trim the fat off of this and rework it a bit.
The whole point of Kobold Camp is that it's WAY simpler than Dwarf Fortress, with many fewer things to worry about. No mining, no smelting, no forging, no weaving, no glassmaking, no soap/potash/extractions, less of everything.

12
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 08:25:06 pm »
I do not know what is the best because i only played the latest one. It adds unnecessary outfits and buildings like the critter kitchen and the training yard and adds too many jobs to the kobolds. Kobolds should not know how to carve gems and make glass!

13
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 07:31:30 pm »
I dislike the 2012 version. It strays too far away from vanilla. I also plan on adding a few interface things from Toady's game Kobold cave.

14
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 05:27:35 pm »
I had been craving some Kobold Camp and started updating the 2012 version before but got distracted. This thread reminded me to come back to and try to finish it, which I think I have succeeded in doing. I'm going to test it for bugs later and then upload and release it if it looks good I guess.

I guess I can take requests in the mean time?

It seems that 2012 removed the [ITEM_THIEF] tag, making Kobolds friendly to Dwarves, Elves, and Humans, but hostile to Goblins. Is this how people like to play their Kobolds these days? Otherwise I was thinking of creating some new [ITEM_THIEF] trading partners for them, but I wonder if that would bee too "chocolate" for some players. Thoughts?
I have been doing the same! I am trying to make my version as close to vanilla as possible, only adding necessary additions. What are you trying to do?

15
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 12:54:56 pm »
Should kobolds wear thongs?   :P

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