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DF General Discussion / Re: Kobolds
« on: July 05, 2012, 04:43:29 pm »
Some people even caught them sitting on nestboxes!...Until that bug was fixed...
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I decided to add a variant of eagle men to the "aztec" civ- And feathered serpent men, too.Why not just add cavy-folk or alpaca-folk?...Actually, those would make pretty good farmers, and the alpaca-folk might make decent warriors if they were biggewr and stronger than the other Mayinatec animalfolk.
Their noble system will also be quite interesting; One group of animalpeople would be the de-facto leader (Thinking about the eagles, since the chief god of the aztecs was a humanoid with mockinbird features) but the others would have huge influence, too.Maybe have a king-like leader from each race?
There will also be several, different, warrior societies. I wonder.. Will the [EXECUTION_SKILL] tag without the responsibility to perform executions force a noble to wear a certain type of weapon, or would it cause some oddness or crash? If it works each society could prefer a certain kind of weapon for increased flavor.Try it out! I think they'll either carry the weapons, do nothing, or execute people despite not being told to as one of their duties, but who knows? (I doubt a crash; DF seems pretty resistant to most mod-based crashes from inconsistent tokens.)
If you create a new weapon with the [CAN_STONE] tag, you'll be able to create them from obsidian or any sharpenable rock using the vanilla reactions. To force them to be stone only, you could try removing the metal-related PERMITTED_JOBs, that should make them unable to produce metal weapons in-game. However you might still be able to buy them from caravans, since the availability of both stone and metal in trade are controlled by the [STONE_PREF] entity tag, despite all logic.I don't think rock (i.e. obsidian) weapons are ever made outside of fortress mode. Yet...
Remove [PERMITTED_JOB:FURNACE_OPERATOR], then grant them access to a reaction that makes the metal types that you want them to use. That should do it.This. FD does it, you can, too!
@PutnamKobolds are in the same boat the Native Americans north of Mesoamerica (or south of it and not in the Andes, or to a lesser extent the Mayans, Aztecs, and Incans) were, pre-Europeans: For whatever reason, they are unable to get a proper civilization with metal and mining and stuff up before the others. Kobolds also have a big language issue, and the problem that happens when your primitive, smaller-than-a-dog tribesmen fight metal-armed people three times your size or more.
Sorry, forgot to spoiler.
And those kobolds are a little better.
But what is this tomfoolery about Kobolds not being miners? Even in the Germanic Myths Kobolds were excellent miners. In DnD lore they rival even the dwarves. It's just.... eh..... -_-
The concept of dwarves embarking to reclaim a mountain hall, full of treasure, that was previously lost, is probably one that made it through.Not enough magma, tantrums, or cats; too much magma. Yup, DF dwarves have it worse, although their lot is better than that of 40k squats...
And let's not forget digging too greedily and too deep, although that's not really featured in The Hobbit.
Huh... thinking about it, those dwarves have similar luck to the dwarves in DF. Always tempting the wrath of some monstrous entity that breaks the mountainhome.
I'm not seeing the overlap between Tolkien and Snow White.Snow White, being one of Grimm's more popular fairy tales, is one of the few well-known fantasy works to predate Tolkein. (And didn't Tolkein have the seven dwarf lords or somesuch?)
Is there a way to make it unmelting?Not if you want to use actual ice, no. You could make a "Heat-treated Ice" stone or somesuch and use that, though.
I mean, I'm perfectly fine with butchering kittens for the skulls to make into totems. Except I've never had a catsplosion. Ever. I had a dagsplosion once, but a fey mood that needed bones fixed that.Bear in mind that you can't use reactions to make body parts like, say, bones.
I know, it just feels odd. I guess I'm just too nerdy for my own good...Also, is anyone else starting to feel bugged by how much c is being used here? There's a part of my brain trying to figure out everything that would happen if we could mod the speed of light in DF.Not really, no. c was already defined as a variable for use in the equation in the OP.
On the other hand, modifying the speed of light sounds like fun
How about a start/end time option for creature tags, so that it's not necessary to make workarounds?That's a good suggestion, but to add menopause and what-have-you work STERILE would need to be a creature tag.
Isn't that a little bit of cheating?How is it cheating?
Like... No more Catsplosions while still having cats? That's kinda pussy. Pun intended.
Crippled limbs aren't dead, therefore Necromancers shouldn't be able to affect them. If the limb is separated from the body however...Again, how dead does it need to be?
I think that a Necromancer should be able to re-animate separated limbs and attach them to his own body, so they would act as parts of his body, controlled through willpower attribute. Therefore, if his willpower is low or he has too many dead limbs attached then they would be ineffective and he would be as clumsy as a Frankenstein's monster.I assume that that kind of stuff will be added once we can make other mad-science stuff.
That would also mean that a Necromancer should be able not only to replace his missing limbs, but to add additional ones to his body.
Haven't we gotten to the point where we decided necromancers don't get total control. I agree with most of your idea, but adding a Giant Desert Scorpion's tail and pincers, as amazing as that wuld be, might notbe feasible in dwarven times. I think.Well, it might not be practical...After all, you'd need to get a dead GDS first, and those things are worth a ton alive...
{Query: Did our [medieval] dwarves have advanced surgery like that?Query: Could they have done so with some Sparks? The parallels between Sparks and dwarves are kinda obvious. To say nothing of how flesh golems and/or mad science is planned, anyhow.
I can see in an evil biome, a reanimated goblin siege swarming at the gates, jumping moats and climbing walls, leaping at the drawbridge in an effort to get inside.Aside from jumping and climbing, I can see this. Most undead of the type created in evil biomes are too dumb, clumsy, or (usually) both to do either. Flooding moats with corpses and bits, and creating ramps of unliving flesh to scramble over, on the other hand...
normally though i don't think that a goblin would do such a thing, however with the new state of mind effects, mabey there could be a case or two of such things.I just imagined a demon who injects its goblin servants with an insidious venom at birth, a venom that screws with the goblins' will to live and makes them develop a hive mind with the demon at its head. Thus, the goblins will blindly suicide-charge if they think it would help the siege break inside. Naturally, the demon would want more servants, which might be why the goblins snatch children...Hm, I'm imagining a whole new variety of goblin behaviors, varying by the type of their leader, from plundering caravans to feed their Overdragon's hoard to stealing cattle so a hydra is kept satiated and (the priests say) said hydra continues to grant its blessing...
I think it would be more sensible to make an impromptu bridge and smash the drawbridge to pieces.Somehow, that seems less effective if the drawbridge is flanked by walls.
You can make the bridge out of bodies or other goblins if you want