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Author Topic: Chancetips - ☼MDF Kobold Camp Tutorial Fort☼ - 5th Chapter  (Read 19942 times)

Meph

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Chancetips - ☼MDF Kobold Camp Tutorial Fort☼ - 5th Chapter
« on: February 28, 2013, 05:44:43 pm »



Inspired by the "learn how to orc-fortress" game by smakemupagus, to be found here.


Chapter 1 - Chancetips. Embark & Gear
Chapter 2 - Of Caves and Kobolds
Chapter 3 - The Summer Camp
Chapter 4 - The bolded Bolds
Chapter 5 - A Year of Kobolds



If anyone wants to be kobolded, feel free. We also have Leafar, the guard troll hanging around ;)
« Last Edit: March 04, 2013, 05:30:33 pm by Meph »
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mavj96

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Re: Kobolds. Judging interest.
« Reply #1 on: February 28, 2013, 06:13:43 pm »

YES SAYS HYPNOTOAD.

I'd like to see you lead a fort your self.
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smakemupagus

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Re: Kobolds. Judging interest.
« Reply #2 on: February 28, 2013, 08:12:23 pm »

"Traps, Webs and Doom" scenario, Embark on a cave!!

OREOSOME

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Re: Kobolds. Judging interest.
« Reply #3 on: February 28, 2013, 08:37:29 pm »

Posting to watch.
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Meph

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Re: Kobolds. Judging interest.
« Reply #4 on: February 28, 2013, 08:39:39 pm »

Quote
"Traps, Webs and Doom" scenario, Embark on a cave!!

You want to kill me, dont you? Caves are full of shite. Ogre or Hunting Party embark, or the brave bold with the holy bloodsteel machete would possibly be a better choice :P
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smakemupagus

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Re: Kobolds. Judging interest.
« Reply #5 on: February 28, 2013, 08:54:29 pm »

Ok, if one of the other scenarios is a better choice go for it.  But I do vote for the Cave for sure :)

Broken

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Re: Kobolds. Judging interest.
« Reply #6 on: March 01, 2013, 09:49:09 am »

Yeah, we want to see the cave.
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Quote
In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

Gamerlord

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Re: Kobolds. Judging interest.
« Reply #7 on: March 01, 2013, 09:49:59 am »

YESYESYESYESYESYES

Meph

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Re: Kobolds. Judging interest.
« Reply #8 on: March 01, 2013, 04:35:43 pm »

Chapter 1 - Outpost Chimpsahald - "Chancetips"

Inins Shonine - "The Bust of Infections", the weakest and saddest of the kobold tribes sends yet another group of bolds out into the wild, to fine more caves to life. Sadly, most of the caves found already have something living in them. Hungry thingies, that are not-hungry-thingies after the bolds came by. The great chieftain, Jininti Jemanebo, standing proud 2"3' tall, told you: Find cave. Loot cave. Bring back shinies and then move with 174 cousins and 214 grand-cousins to new cave. No space here.

And with this, the brave bold started his quest.



We go here. Hot woodland. Water, look a brook, fishies. Nice fishies. There cave. Wood, soil to dig in... lets go. I lead. I have magic artefact, the mighty bloodsteel machete. I keep safe. You, and you, troll and troll, you come with us. And you, take rats, for rat-on-stick, when hungry. And shalswars, my beautiful shalswar pets, you hunt good. We also need axe for wood, and shovel for dirt, and anvil for... I dunno. But take it. Take it and lets go. Go. Gogogo.

Map of the area:


And our start, king of the hill:


Tutorial: I checked if the embark has a cave. This is very important, because you cannot enter the caverns otherwise. You can ignore metals, but soil, sand and clay are very nice for kobolds. Clay is the main source of build materials, once you finish up with your wood. Nice to have is a watersource, since kobolds dont brew drinks that often. They dont need alcohol, and a clean brook or river is good enough for them.

This embark has all four. A brook, clay, very deep soil and a cave.

I took 2 breeding couples of shalswars, for scale and vermin hunting.
I took 2 brook trolls as guards, couldnt afford an ogre.
I took a couple of jack rats, as food source. Very important, since kobolds dont eat plants.
I took 1 bloodsteel machete. Ironbone is the best metal you can produce, so bloodsteel is a rare and valuable resource.
I took an anvil, because I cant make those otherwise. You have to trade one at the very least.
Important skills are tanner, leatherworker, fisher, woodcutter, woodcrafter and carpenter. And potter. Yes, you heard that right, Potter.

« Last Edit: March 01, 2013, 04:40:37 pm by Meph »
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smakemupagus

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Re: Kobolds. Judging interest.
« Reply #9 on: March 01, 2013, 04:37:23 pm »

How do you look for caves?

OREOSOME

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Re: Kobolds. Judging interest.
« Reply #10 on: March 01, 2013, 04:38:11 pm »

They are represented by the boulder symbol on the world/region/local map.
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Meph

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Re: Chancetips - ☼MDF Kobold Camp Tutorial Fort☼
« Reply #11 on: March 01, 2013, 04:39:20 pm »

That is correct. Normal worldgen has maybe... 1(?) but my included template usually have 50-200 caves. :) And they always connect to the cavern. This one even first and second cavern, but I am getting ahead of myself. ;)
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chaosgear

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Re: Chancetips - ☼MDF Kobold Camp Tutorial Fort☼
« Reply #12 on: March 01, 2013, 04:41:11 pm »

Posting to watch.
We never see masterwork succession games. This needs to be rectified.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

Meph

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Re: Chancetips - ☼MDF Kobold Camp Tutorial Fort☼
« Reply #13 on: March 01, 2013, 04:46:23 pm »

Then start one ^^ No one needs my approval for anything, its free ;)
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chaosgear

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Re: Chancetips - ☼MDF Kobold Camp Tutorial Fort☼
« Reply #14 on: March 01, 2013, 04:49:34 pm »

But...but..
I'm not good enough to start a decent fort.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.
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