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Messages - HelloLion

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1
Good to see that Kobold Camp is getting updated again, here is some input.

It would be wise, to read whole thread again and fix the things, that been mentioned so far, before doing anything else.

Other than that..
The kobold language does not translate anymore, when trying to name your fortress you get. "This strange language cannot be translated."
Stepladder is missing from carpenter? Important tool for getting fruits.
"Make instrument piece" is missing from carpenter, leathermaker and probally from other places too.
Bookcase is missing too. Even if books and writing is un-boldy, I would like to play around with all the new 0.42 features, untill someone gets better idea of how to include them in
koboldis way.  Writing in wooden slabs for example?
Training Grounds are broken, for an example "train dagger" uses training spear instead of dagger.
Bushcrafter workshop: Typo, "shell sheld" I believe it should be "shield".   
Other one in bushcrafter, to build "Shell hammer" you need bone body parts, instead of shells?

Probally will find more to fix, when my camp gets bigger.

As for new ideas, the wild life feels too harmless and cowardly to me, in this version.
How about giving dangerous creatures more valuable bones? Or making new predators, that would be very hard to take down, so only big group of kobolds could kill one, but it would give would give a lot of meat and valuable hide/bones. I think this would add more tribal feeling, just think about ancient humans hunting mammoths

My plan is absolutely to look through the issues people have had with the mod, though to be honest a couple of them I have not been able to recreate.

Nirur Torir explains the "strange language" situation perfectly. It is, unless I am mistaken this is being caused by the [UTTERANCES] tag. I haven't had the time to weigh the pros/cons of different speech tags with the new version, but I will investigate.

Nirur Torir also nails the stepladder issue. That should be an easy fix thanks for making me aware of it.

I'll investigate "Make instrument piece", I believe this has something to do with how Nirur Torir played with kobold musicality. I will investigate this and try to find a compromise I like.

I'll not include bookcase until/unless I have a good idea for how to make it bold-y. It just doesn't fit the theme and I'd prefer to leave it out for now unless I'm struck with inspiration.

I'm aware of the Training Grounds issue and will get to the bottom of it.

I forget how "shell" works right now but I believe I kept the name for flavor but have had trouble with the way shells worked. I will investigate.

Kobold Camp does nothing to change wildlife behavior. I can look into adding some new creatures at some point if there's demand but even if I do your embark site will always be the biggest factor.

2
Kobold Camp for DF 0.42.02

I added in musicality for kobolds. They'll generate percussion instruments, dances, and music forms. They'll occasionally have musicality.
No scholars. It seemed a bit of a stretch with [UTTERANCES], although they seem to be able to tell each other stories just fine.

I barely tested it, but the error log is empty, so I'm sure everything works perfectly :v

Hey! I'm so glad someone is trying to keep up with this. I haven't had a lot of/been putting a lot of time into this (obviously), but I was thinking about trying to get it updated for the new version, and it was awesome to see that someone had gotten the ball rolling! Kudos to you.

I am going to test your mod and, assuming you're cool with it, if it works well I will probably use your start as a basis to get a fully-fledged update rolled out over the next couple weeks. I'd love to have more input from you (or anyone else) on this mod! I'm not real good with github but I can try to help you get on the project if you're interested.

3
Dwarf State of Mind has been updated to be compliant with the changes brought by 42.xx. I believe all tiles should work correctly now. I've been using it and it seems to work just fine.

Graphics for humans/elves/goblins are included but are still slightly broken.

4
Hey ya'll, just wanted to give an update. Moving has been a pain in the beard and I still have not gotten my proper battlestation set up at my new place. Some time after Christmas I will test the mod against whatever the latest version is and then try to whip up an update incorporating recent suggestions and issue reports. In the mean time, if anyone gets around to testing the last working version and lets me know of any issues that'd be cool, if not I'll do it when I can.

5
Hey everyone, sorry for being MIA, working on selling a house in real life.

Anywho, seems I dun goofed on the kiln thing. I'm going to add bone blocks in asap and look into some other issues with the mod. Might release an update tonight or tomorrow.

Also, anyone tried KC with 40.11? I haven't tried it yet but will tonight. If anyone's tried it yet and can comment on how it is or isn't working I'd be grateful.

6
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 31, 2014, 03:21:01 pm »
Is there any way at all to make child animals cost less than adult animals during embark?

7
No, trolls cant be armored, neither can they in MDF. Its Ogres I use, not those puny trolls. ;) (Because vanilla DF has trolls as goblin pets, not kobold pets. I am surprised to see them used here) But 16 seems a bit low, considering that a cow costs about 150.

I actually think cows are overpriced. I am considering an update to this mod that will overhaul agriculture and would expand livestock significantly. I don't want to over complicate things, but considering how important farming is to Kobolds I feel like it would be nice to be able to make decisions about what kind of livestock you're buying. Do you want a meat cow, a dairy cow, or a cow that can do both decently well and costs a bit more than the other two? that sort of thing. Anyway, 16 is perhaps a bit low, but it's hard to make effective use of trolls without getting a decent sized population of them. You have to both breed and train them, after all, to really have an effective resource. Buying two trolls at the onset won't help you much. I want the cost of trolls to be such that having 20 of them is virtually impossible, but it's reasonable to embark with 4-6 of them, if you're willing to limit your other livestock purchases.

Right, d'oy. And yeah, I was thinking of the value being up in the hundreds. At least two hundred, given the usefulness of trolls as weapons.

See my reply to Meph, above.

This all animal run is going better. I grabbed a bunch of yaks for slaughter, armed a squad of three with swords and leggings, and ran into a human tribe down in the cave. Things got fun when a Troll killed a human, gained a name, and killed a stray dog, which lead to the squad of three attacking and killing said troll. We've found water in the cavern, so now we just have to move down there and turtle up for a while.

Sounds great! Is this with ALL_CAVES_VISIBLE? I am trying to successfully find a cave with that turned on but I keep having too much !FUN! (and I haven't had much time to play).

So, I did end up getting into KC a fair bit, and I've ran a couple forts that went/are going past 8+ years. One thing I've noticed though, and this might have just been poor luck, is that no one is having any kids. It seems like kobolds can become lovers, but not once have I had a marriage or offspring - has there been any confirmation of recent KC versions having offspring?

Granted, I lowered the pop cap (not strict cap, which was left at 220) to 20 on my second largish fort, which is going on year 8 and only has 3 pairs of lovers.

I cannot confirm or deny whether Kobolds are breeding. Every time I get a camp running either I update the raws or I get a dwarven siege or something. I will look into the matter.

On a side note, how the eff do you have camps going for 8+ years!?

8
I always take alcohol out of habit, but I think I might start just foraging to make alcohol. I am playing with troll value adjusted right now, it's a nice challenge. Trolls cost 16, so not a small decision.

Oh, and if you don't like your camp, just wait for an elf siege, it won't take long ;)

9
Not sure if you want it, but I had Photoshop open anyway.

Love it! Will update when I'm not on my phone. You are as helpful as you are generous! :)

10
Trolls cost 1 because they have no pet value in the raws, its not intended.

This is correct. The next update to KC will fix this.

11
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 28, 2014, 01:34:15 pm »
I solved the Wicker and Blood issues, turns out I didn't specify a tile and that was the issue. Whoops!

12
Kobold Camp has just been updated to 1.61!

The big change: Wicker!
When I released Kobold Camp I knew I would probably find things I wanted to change right away. One big thing that was lingering over the mod was that I had removed Stalk Wood, an old farmable crop that produced wood, which allowed Kobolds to embark in areas with little to no trees. I wasn't sold on this solution and didn't like the way Stalk Wood worked, so I removed it, but I didn't initially have a replacement for it. Thankfully, many people have offered to let me reuse parts of their mods, including milo christiansen, creator of Rubble. One thing included as an option in Rubble is the ability to create and craft things from Wicker, a concept I immediately loved. So now, Kobolds have a new workshop, the Basketry, where they can process plants like rope reed and pig tails into Wicker, which can be used to craft Wicker Baskets (bins), Wicker Cabinets, Wicker Chests, Wicker Tables, and Wicker Chairs. Wicker will by no means replace wood, but it gives a wood strapped camp another option.

Other changes:
-Changed the readme to be the format that git/github like (README.md) and cleaned up the readme also
-added some leather armor reactions, moved the fur bed reaction, to Bushcraft Workshop
-added bone cages and statues to Bushcraft workshop
-continuing to tweak on entity_itemthief (aka Kobold Trading partners) [still needs work and testing]
-added the ability to extract blood and brew it into alcohol (idea from Masterwork DF by Meph)
-made weapon stones more effective (thanks, AJC!)
-made vermin edible


DOWNLOAD 1.61


I would advise to change all the worldgen profiles to check "visible caves:yes", that way people can embark on caves and get to the caverns, even without digging rock. It really makes for a different embark.

I will have to playtest this and see how it works but I am interested. Thanks for the idea.

13
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 28, 2014, 09:35:24 am »
Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)

This appears to be the case in my experience (I also studied this phenomena when creating my tileset)

14
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 28, 2014, 07:18:51 am »
@HelloLion, is that inorganic file called inorganic_kobold.txt?

Yes.

15
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 27, 2014, 10:01:59 pm »
I've created some new INORGANICS, but they aren't being recognized by the game. In the error log I get repeated errors that various reactions cannot be finalized because of an unrecognized inorganic token.

errorlog.txt:
Spoiler (click to show/hide)


These tokens are described in the inorganic_kobold file which contains the following:
Spoiler (click to show/hide)

Here's the reactions in question:
Spoiler (click to show/hide)

I've successfully designed inorganics and had them work before, and I can't, looking at this, see why this wouldn't work. Perhaps someone else can see what I've done wrong?

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