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Messages - Apani

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286
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: August 20, 2013, 05:09:43 pm »
If you search for "Kobold" (or even just Kob, really that's enough) in your Stonesense folder, you can find some sprites. Probably they're just sketches, or maybe they work only for vanilla Kobolds.

287
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: August 20, 2013, 05:02:13 pm »
They come too early. On my current fort I managed to move everything to the other side of the river to avoid people harassing cave creatures. I was successful, and none followed us. We even managed to build and unbuild the bridge everytime we had to let migrants in. So, feeling free of the menace from the cave-people who didn't even have a cave any longer, I started building walls around my camp, leaving the river section for last. Well, winter came, and the river freezed, for a very short time. Three niths made it into my camp nevertheless, two picked the fight with the wrong opponet and got eaten by a drowspider, the third killed my warband marshal, who had a bloodsteel scourge. The fight went like this: Miss, Counterstrike Miss, Miss, Counstrike, Niths shatters Marshal's finger, Miss, Niths scratches Marshal's brain out. I couldn't have prepared a cage halley by that time, especially you consider the huge number of cave creatures. Hell, it's like a David and Goliath situation, where David comes in Goliath's home, wanders around for a time, then breaks all his bones and shatters his skull with Goliath having no way to oppose. AND IS STILL DEPICTED AS A NICE, VERY FRIENDLY GUY.
Anyway, talking about tokens, would an evil pet go after "benign" creatures?

288
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: August 20, 2013, 04:31:59 pm »
After yet another murder, may I ask: Is Nith's funny behavior intended?

289
Masterwork DF / Re: What's happening in your Fort.
« on: August 20, 2013, 03:12:54 pm »
I would, but... Isn't the thread dead or something like that? And yes, it would. Have you any skill with stonesense to make them?

290
Masterwork DF / Re: What's happening in your Fort.
« on: August 20, 2013, 02:57:32 pm »
Just added a kitchen room. We're at the first migration wave. The legendary leatherworker is still there.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
But... Why the grass is always white like that? Is it because of the wind's simulation?

291
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 20, 2013, 02:25:50 pm »
Invaders always used to be a renewable source of their metals, "goblinite". The best types of leather armors give an iron-grade protection, so once invaders come you could just drop the leather armor industry (except maybe for the wairpaintable central armorpiece) and start a metal industry out of the rusty iron goblins bring - IF you manage to kill them in first place, however. Elves will also bring you mithril bars at an affordable price, so you can even just go for mithril gear. Bones aren't that vital either, you can make furniture out of it, but you could just make it out of clay or wood without bloodshed. I'm talking about the mod's balance, not roleplaying here.

292
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 20, 2013, 01:40:53 pm »
Yes, gladly. Feel free to keep it 'till you find something better.

293
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 20, 2013, 01:28:21 pm »
Vanilla Kobolds ethics are agains butchering sapients. Meph must've modded them to be fine with it. It's satisfying to butcher a nymph, a leprechaun, a centaur or whatever, but I rather attain to realism.

294
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: August 20, 2013, 01:08:41 pm »
Watching the raws I see several reactions of the batch kiln require two units of fuel, probably because they have both [REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS] and the tag [FUEL]. Is this intentional?

295
Masterwork DF / Re: What's happening in your Fort.
« on: August 20, 2013, 07:39:19 am »
About the embark, my kobolds charged, the animals ran back, and my clubbold got pushed to death by two blobs. Restarted and moved to the other side of the river. Started building a dininghouse. Then migrants came. There's a legendary leatherworker with them. Between them (him) and my camp there is a river and hundreds of cave animals, which will be probably very pissed for the sun now. Wish me good luck. I'm almost done building the bridge.
EDIT: They made it fine. And my clubbold got killed by a blob. Again.
EDIT: Tried a new building design. It's less expensive than making the ramps ring over the building's walls, but the result is an ugly cupola.
Spoiler (click to show/hide)
EDIT: Now this is a building!
Spoiler (click to show/hide)
This a Stoneware Bricks Building. The buiding is encrusted with wooden planks, wooden doors and decorated with wooden chairs and tables. It menaces with spikes of wooden roof.
Seriously, I'm making the furniture out of wood since clay doesn't seemingly make sense for some things...
A Clay Table with a drawer:
Spoiler (click to show/hide)
I don't want that thing, not in my dining room. ::)

296
Masterwork DF / Re: What's happening in your Fort.
« on: August 20, 2013, 07:04:40 am »
I've already posted what my workbench does on this topic before. Also, if I'm correct the cave was one tile away from the river, maybe it's because it's a large one.

297
Masterwork DF / Re: What's happening in your Fort.
« on: August 20, 2013, 04:40:24 am »
Ran a test with the Workbench yesterday night. I managed to build this up before the first migration wave came. I had some problems in the construction phase (i.e. a plank got stuck where it shouldn't have and nobody took it away) and animals and people outside were getting eaten by Dragon Raptors, so I guess I can build even faster than that.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

EDIT:
New embark, a cave by a river. I spent most my points for a Bloodsteel, flail, scourge and club. I have just a pair of Rats and Shalswars. The first seconds of the game:
Spoiler (click to show/hide)
The cave got broken and there are hundreds of cave beetles and gremlins scattered above ground. What shall I say, if not THERE WILL BE ONLY OOOOOOOOOOOOOONEEEEE! >:(

298
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 20, 2013, 04:07:19 am »
Vermin? Niths are actually vermin hunters. I remember having Bloated Tubers in some worlds, maybe you should try to generate new ones.
Also, why can Kobolds butcher sapients?
Also, why Kobolds have a malus as carpenters?

299
Masterwork DF / Re: [KOBOLD] - Gameplay Questions
« on: August 20, 2013, 02:24:19 am »
Take a look at my screenshot on What's happening on your fort, see how many Niths there were. Niths don't naturally attack nor get attacked by military or animals - they just follow your population around by a safety distance, and that is good, because when they eventually get trampled by a Kobold, a Shalswar or whatever they scratch or rip off his brain in one or two hits. I tried once to chase them with melee bolds. But they just ran out of the map. I guess this happens because I don't wall myself in fast enough. But tell me - what's your strategy on settlement planning? Underground bases like molemen or above ground walled camps with houses and stuff, or maybe both?

300
What about caps?
Why did you choose to turn the caps into armor, robbing poor regular bolds of headwear, instead of just making helmets native to kobolds?

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