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Messages - Bloogonis

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376
DF Modding / Re: Kobold Camp
« on: September 25, 2009, 01:35:03 pm »
Picks were to big for the little guys to carry efficiently, and would cause job cancellation spam.
 One reason I am not wanting to do the add sharp to lots of rock is the major damage bonus it gives the weapons made. They remove any reason for getting the Copper weapons that are a kobold staple. It would also lead to basic quality Copper Ore Short Sword being far more powerful then an actual Copper short sword of masterwork quality.

That being said, I think I've found a nice place, Haunted mountains, chasm and pit somewhere, HFS, Cave river brook Goblin tunnel and some trees. all in a 9x10 area yay ::)

Spoiler (click to show/hide)

377
DF Modding / Re: Kobold Camp
« on: September 24, 2009, 04:47:37 pm »
It finally worked, not sure why but now its showing me Caves, I will start scouting promising sites momentarily.

378
DF Modding / Re: Kobold Camp
« on: September 24, 2009, 12:52:55 pm »
problem is that requires furnace operator... I suppose that would be fine as long as there is no wood burning.

379
DF Modding / Re: Kobold Camp
« on: September 24, 2009, 11:46:19 am »
neat, again about making copper items at the craftbold shop...

otherwise i think I'll just make a copper anvil they can grab at embark.

380
DF Modding / Re: Kobold Camp
« on: September 24, 2009, 12:57:09 am »
How do you all build your camps generally? I usually do the 2x2 huts as you see in the picture(14wood), other times I make 1x1 Mounds  (10wood) I once made a pyramid type hotel that housed 25 bolds in 3 block rooms on 3 levels.

I like the Idea of the training chamber, you would want you other kobolds to be fairly busy to give the trainee a nice amount of time to learn.

381
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 24, 2009, 12:46:45 am »
http://www.bay12games.com/forum/index.php?topic=27088.0

In the picture are 6 huts (2x2 with bridge roof) and the Meeting hall, also a Mud hole to try and reduce water Bad thoughts, sadly this only marginally works as they dont care if its a water source or not.

382
I had a trap that was realy just a repeater, it filled a cistern at just about the same time the season changed, and then at the top it treiggerd a presure plat that opened a floodgate at the bottom flash flooding my entrance, it was fun, but every season my FPS would drop to almost nothing.

Also, why the heck arn't you using DFFD? Megaupload refuses to function.

Edit: Disregard that last statement, shouldnt have skipped page42

383
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 23, 2009, 11:52:40 pm »


Kobold Camp shot, is there a way to change the texture for wood walls? or is that something you would have to do on your end?

384
DF Modding / Re: Kobold Camp
« on: September 23, 2009, 11:27:17 pm »
they should worship all the special sites on the embark. Im currently trying to locate a cave without kobolds in it with adventure mode, cause they wont appear even if you check the yes param.

how did you get them able to use copper in the craft workshop? that would be worth gening a new world for the site.

I was thinking it was going to be succession and then when that meets its end, i think I will have enough time to wright a Community kamp.

385
DF General Discussion / Re: Standard Name for Goblins, Elves, Humans?
« on: September 23, 2009, 04:42:00 pm »
How about that elven king of the dwarves?
Its an elf, Im not one of those burn all the elves types, Its just that it wasn't a dwarfy elf that became king, its an elf that shot the previous king in the back.

I see Unu a lot for Goblins, at least one of the notable goblins listed on the civ page is named Unu for me.

386
DF Modding / Re: Kobold Camp
« on: September 23, 2009, 04:36:32 pm »
Oh what about the starting seven? I usually go with

5/10 woodcutter
5/10 Carpenter
5/10 miner
4/10 fisherbold
5/10 trap 0/10 Animal trainer
5/10 fish cleaner
trader, but I havent used it for a while since I deconstruct the Depot each time. so maybe a 5/10 pacifier to prevent grudge feuds?

387
DF Modding / Re: Kobold Camp
« on: September 23, 2009, 04:16:39 pm »
The mechanisms are just representative of mechanical know how. all the [T]raps that dont need levers are fairly basic. stone fall drops a rock on someone. cage trap drops a cage. we would have to have a preset rule for no weapon traps or levers (exceped for reasonable lopsided one off mega(mini) projects.

also wells are sort of a must, since Kobolds tend to develop grudges more then dwarves, that lack of a well thought often pushes them over the edge and things get broken.

388
DF Modding / Re: Kobold Camp
« on: September 23, 2009, 04:00:19 pm »
OP here. I'd love to join a kobold succession game.

... I modified flint and copper ore to be used for weapon crafting at the craftbold's workshop....

Can I maybe get your copy using DFFD? I think I will add mechanics to the entity jobs list before its ready. whats the best way to locate a cave that is not already kobold inhabited? Its always annoying when you have a large number of NPC kobolds.

Test Kamp
Spoiler (click to show/hide)

Im starting to like the Idea of Major danger above as well as below. The site will have HFS, not really for digging out, but if we want to get the leader to come for some reason, drop an imaginary (unmentioned) shaft to the blue shiny stuff dwarves like so much.

389
DF Modding / Re: Kobold Camp
« on: September 23, 2009, 03:29:44 pm »
Anything in perticular that you want on the map? I'm test running  a site that has all mountain features - magma and pool. it also has a Goblin Road beneath it. thought it would be a nice RP for the run that they are making the camp to pilfer the riches transported in there*. but it has a few draw backs, very few(as in almost no) non vermin animals. curently there are 3 mountain goats. so its a fairly boring map as of now.

So, what I am getting at is what kind of kamp do you want to run? we can make it crazy and I can try and find a site with mass quantities of undead, or a magma pipe (always leads to "FUN" in my games for some reason) or I can mod in some things to make it more interesting. do I hear Orcs? what do y'all want?

*RP doesn't require creative righting, it just means that you have set goals that are only part of play so don't let it make you nervous.


390
DF Modding / Re: Kobold Camp
« on: September 22, 2009, 11:13:46 pm »
would anyone be interested in a community or succession game involving this mod? Just wondering, cause we cant allow it to die, and garner some greater support for the mod.

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