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Topics - HelloLion

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KOBOLD CAMP 2014


Kobold Camp is a mod so classic that many (myself included) consider it to be an integral part of the overall Dwarf Fortress experience. As such, when I discovered that it was not yet playable for DF2014 I felt I had no choice but to update the mod myself. On doing so, I discovered that over the last several years and incarnations, Kobold Camp had become considerably less primitive than the mod I remembered playing and loving in the past, so I decided to reboot the mod to make Kobolds primitive whelps again! I hope you will enjoy it!

For those of you who have never played it before, this mod is HARD !!EXTRA FUN!! You are unlikely to live through your first siege. Kobolds die from papercuts compared to Dwarves. It is hard to accumulate any significant stockpile of weapons or armor other than wooden clubs and pointy sticks. Humans, Dwarves, and Elves will be coming to wipe you out. On top of that, this mod has been minimally tested, so finding bugs is to be expected.

Features:
Kobolds cannot work metal or most stone, nor dig into said things.
Chert, Quartz, and Obsidian will be found in small pockets in soil and may be used by Kobolds primarily for making stone weapons (Kobolds cannot do masonry at all).
Three new workshops:
     Trap Shop - wooden mechanisms and special (primitive) trap components for Kobolds!
     Bushcraft Workshop - bone and tooth weapons and more
     Training Grounds - the only advantage Kobolds get in this big, scary world. Allows you to train weapon skills with relative ease.
Human, Dwarf, and Elf sieges!
Trade with Goblins, Reptilemen, Troglodytes, and more!

[DOWNLOAD_FROM_DFFD] (version 1.61)

HOW TO INSTALL:
Open a freshly unpacked/installed version of dwarf fortress and navigate to the 'raw' folder.
Drag all files to 'raw/objects'.
You're done!


Version History
note: all versions up to 1.6 were developed by other authors. I have merely kept the version numbering system that was started by them.

---ver 1.61---
-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 and added wickerworking (thanks to milo christiansen, creator of Rubble)

---ver 1.6---
-Ported to 40.09
-Uploaded to Github to make mod development more community oriented
-Reworked mod to return Kobold life to a more primitive state, including:
   -Removed metal use
   -Reworked and simplified weapons significatnly
   -Removed the minecart analogue
   -Condensced and simplified workshops
   -Added the use of chert, obsidian, and quartzite back in
   -Disallowed many jobs (masonry, smithing, etc)
   -Made Kobolds [ITEM_THIEF] (trade wtih Goblins, sieges from Humans, Elves, Dwarves)
   -Gave Kobolds new trading partners (Troglodytes, Frogmen, and more!)



Community Development
In addition to all that, I'm also opening development of this mod (which really, belongs to everyone) to the community by moving development to github! You can fork your own versions or comment on the forks of others, and those forks can be incorporated into the main branch of the mod if they're good and people like them! Yay!

You can also download .zip files of the bleeding edge version of the mod (whichever version is listed as "in progress" in the version history)

GITHUB IS HERE


Issues:
Kobolds taken by moods still want workshops they can't normally use.
Mining appears twice in some skill lists.
Many now useless workshops (mason's workshop, metalsmith's forge) can still be queued up to be built (they just won't be useful).
Trading partners for Kobolds aren't guaranteed to work correctly as they have not been fully tested and were hastily implemented
Who knows?

If you find more issues when playing, or have suggestions, let me know (or fork the git repo!).

Credits for this mod:
Spoiler (click to show/hide)

2

Long, long ago I became interested in creating (and releasing) a tile/graphic set of some kind. this idea passed through several incarnations, starting with more graphics heavy sets, and eventually becoming more and more minimalist as my taste changed and I started playing with ASCII more. Originally I had been working in 16x16 and later in 12x12, but once I switched to playing with ASCII I found myself in love with 10x10. Something about this size offered the right amount of resolution to my eyes; big enough to get some detail, small enough to be nice and simple (and "retro"). After trying the 10x10 tilesets currently available I noticed that all of the ones I found seemed to be based on a fairly "purist" mindset. Now, don't get me wrong, there is nothing wrong with a pure ASCII experience. I play lots of games that are pure ASCII anyway, so it's not foreign to me by any means. Still though, I found myself eventually pining for certain conveniences and decorative qualities of graphic sets. So I decided to make this tileset as a compromise by compiling parts of various 10x10 tilesets that I liked as well as hand drawing things that I couldn't find anything satisfactory for to create something simple, but enjoyable to look at (including a little Tile Magic on the floors and walls) without sacrificing the simplicity and elegance of the ASCII aesthetic as much as possible. The result, which I am proud to present, is Dwarf State of Mind.


This tileset wouldn't be possible (or at least would have been a lot more work) without the work of others. Taffer's Tileset was the main inspiration for/jumping off point for this set, and most of the tiles came from his set. Other sets I've used/modified parts of are: Vherid's "Ra" tileset, Tocky's Tileset, Anikki's Tileset, and MLC (I believe just the flask). Vherid also created the Mishka colorscheme, which is my recommended scheme for this set. Thanks also to Ironhand for answering some dumb questions I had about Tile Magic a long time ago, back when I started this crazy pipe dream. And a finally shouts out to Jolly Bastion and Grim Fortress, both of which were used as inspiration at times.

This set is still a work in progress and will likely continue to evolve. Feedback is appreciated and will help with the evolution process.



SCREENSHOTS:
Spoiler (click to show/hide)

DOWNLOAD

This tileset features a heavily modified d_init, so please download the DFFD version (in the link above) instead of just saving the image for best results. The download also includes Vherid's Mishka colorscheme, which is again, my recommended colorscheme for the set. The download also includes (slightly wonky) optional dwarf/human/goblin/elf graphics for you to use or not. Also included is a 20x20 version of the tileset for people who like that.


Anyone is free to include my set in packs and such, and if you wish to modify it in any way please just credit me (and also credit those who I have borrowed from if you don't mind). Also, if any of the original content creators for any of the sets I've borrowed from DON'T want me using their tiles and such please just contact me and I will find a suitable replacement.

EDIT 12/17/2015:

Updated to not conflict with the changes to tiles in 42.xx versions. Sheets have a unique graphic and sky graphics have been rearranged on the tilesheet.

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