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Mod Releases / Re: Kobold Camp 2014: The Gritty Reboot [40.10][Community Development!]
« on: December 25, 2015, 05:39:00 pm »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.
(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.

