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Poll

Future of the mod

Prospect gold nuggets from sand.
Steal gems from other civs. (simulated by reaction)
Prospect fuel from peat-clay. (collect clay on a peat surface)
Witchers, magic melee
Hexers, magic ranged/support
Hypnotoad, special pet with crazy fortress-wide interactions
More religion, praying, offerings

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Author Topic: ☼Kobold Camp☼ [v.05] - Release included in MasterworkDF. And a new poll ;)  (Read 39007 times)

Gamerlord

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #30 on: February 27, 2013, 08:44:34 am »

Posting to watch.

Meph

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #31 on: February 27, 2013, 09:04:35 am »

Kobold Castes need to be revamped. Right now they are to similar to the dwarven ones, with the savants and all that.
Also, they need some warrior castes.

Then, please, make a suggestion. ^^ You cant tell me to revamp anything and then give no inclination whatsoever to how you think it would be improved.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Gamerlord

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #32 on: February 27, 2013, 09:51:33 am »

How about:
Diggers - boost to speed and mining
Rippers - boost to ambushing, striking, biting, etc
Bubblers - equivalent to orc dreamwalkers
Grubbers - boost to grower and other farming skills
Hybrid castes (dog, frog, bat, etc?)

As for trading oartners, I think gremlins need their own primitive civ so they can trade with eachother.

mavj96

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #33 on: February 27, 2013, 10:06:28 am »

Caravans from gremlins would be pretty awesome, I don't like the idea of hybrids although the other castes were cool.

Hybrids would kill the mood for me, would almost be too silly.

I feel that at the very least the stone involved castes and gem castes should be removed for them or toned down a lot, it's not likely you'll get much from them ever.
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travellersside

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #34 on: February 27, 2013, 10:17:51 am »

A thought on kobold castes:

Have them follow spirit totems. So, you'd have a rat totem kobold, a snake totem, a frog totem, and so on. Each one has traits appropriate for that spirit (and their description can have the symbol painted on), and potentially could then have a shaman who was given a few supernatural abilities based on their totem. You could even have shamen able to turn regular versions of their creature into giant versions.
It might be overly complex, of course, but it would give you some variety.
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Gamerlord

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #35 on: February 27, 2013, 10:20:00 am »

That sounds pretty good.

mavj96

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #36 on: February 27, 2013, 11:10:22 am »

I for one do want the Kobolds to be pretty weak. Perhaps an inevitably doomed civ.
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Meph

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #37 on: February 27, 2013, 11:42:52 am »

You mean like any race in DF ? :P

I am so shocked atm. I never used clay before in DF. I made glass. Yeah, you collect sand, you need a bag, coal, burn it, make blocks... thats a lot of work.

BUT CLAY ? You just give the "collect clay" order from the kiln, and the kobolds collect unlimited boulders of clay from 1 tile of clay-soil. Wow. I didnt knew that. I thought you would have to burn it first.

But hey, unlimited clay walls and houses for everyone. :D

The suggestion are good, snake/rat/spider-clan kobolds. I like that. And yes, kobolds are weak. In the end they should be ranged units, trap-users and relying on Ogre pets for the melee.

Testing so far is good, but I dont know... 25% done?

I also added a few more buildings. Surgical Theater for medical training, Hexers Hut for adding a "hex" to an item (think Runesmith), the cloth cutter to work with thread/cloth... and the bonefurnace, to make ironbone. I think thats the strongest metal-grade they will be able to produce. Iron. Thats it.

The pets work fine, still have to do tweaking with the ogres because the NOMEAT butchery token is broken, they still give meat. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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mavj96

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #38 on: February 27, 2013, 11:49:40 am »

By clans do you mean certain animal focuses or hybrid races? I think hybrid races would be out of place.

I agree on Kobold strength entirely!
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Meph

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #39 on: February 27, 2013, 11:52:09 am »

No hybrids. Doesnt work anyway. More like: Kobold born under the sign of the snake. Immune to poison. Kobold born under the sign of the owl. Wiser. Kobold born under uncertain signs. High shaman skills. and so forth.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

mavj96

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #40 on: February 27, 2013, 12:01:09 pm »

That's great! More of what I was hoping. That could get very interesting.
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Meph

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #41 on: February 27, 2013, 12:12:25 pm »

Well, if you want to help, go ahead :P

Churning out an entire race in a few days is quite a bit of work. ^^ I am NOT looking forward to writing another manual ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Firehawk45

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #42 on: February 27, 2013, 12:20:19 pm »

They should be able to create poisoned darts from the get-go, maybe a fastgrowing fungus/plant, which can be build directly into darts/arrows, no deep penetration, not armorpiercing, but if they get through the skin, they apply a slowing/bleeding/stunning/whatever syndrome. that would give the ability to safe wood/bones and could make for poisoned traps (poisoned barbwire? Possible? Or just a needle, but with a syndrome that lets the hit bodypart rot away?)

Also, Blowguns should be the stan-dart (pun!) ranged weapon, would fit a caveliving group of trappers.
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smakemupagus

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #43 on: February 27, 2013, 12:29:19 pm »

No hybrids. Doesnt work anyway. More like: Kobold born under the sign of the snake. Immune to poison. Kobold born under the sign of the owl. Wiser. Kobold born under uncertain signs. High shaman skills. and so forth.

just brainstorming

Snake:  learns dagger faster too?
Rat: disease resistant and animal trainer skill
Badger:  [TRANCES], no fear
Kestrel:  agile; hunting skills
Turtle:  high endurance; learns shield faster; scrimshaw
Eel:  fishing skills, can swim
Jackal: butcher, cook
Monkey: brewer, woodcrafter
Dragon: learns primary military skills faster (spear and fighter?)

Meph

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Re: Kobold Camp [v.01] for ☼MASTERWORK☼ - Poll and building preview
« Reply #44 on: February 27, 2013, 12:46:30 pm »

Currently they have slings, bola throwers and blowdarts as ranged weapons. Machete, chopper, shovel, club, pointy stick, scourge, flail as melee. Only blocking bracers (bucklers) as shields.

Like I said, they should rely on big swarms of ranged units and traps.

@smake: That sounds good. :) Any chance I can convince you to write those ? :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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