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Author Topic: [KOBOLD] - Discussion and Suggestions  (Read 27038 times)

Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #15 on: May 24, 2013, 09:33:15 pm »

Makes perfect sense. I was just designing buildings,throwing some ideas around, I havent done any modding on it.

But yeah, since its an Embark, it wouldnt make sense to have Toads be late-game tech. Maybe the shroomshop then, or the bone furnace. Both fit drow.
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Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #16 on: May 25, 2013, 10:43:57 pm »

More designs...

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Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #17 on: May 25, 2013, 11:14:08 pm »

To sum it up: 27 new buildings, or changed buildings. Any ideas for those are welcome. Especially the Totems for Badgers and Keas, I have no idea what they should do yet.

I might also do a juice-press or tea-maker or general "non-alchohol-still" that procudes normal drinks like juice, tea, coffee, clean water... but I cant think of a good name.

I might also port the dwarven Slaugherhouse, since its the only thing that can use Megabeast corpses, which are actually tools in the mod.

1. Gong
 - Alarm Siren, wakes sleeping bolds and stops breaks/parties.

2. Poisoners Lab
 - Stolen Tech from Deep Drow
 - Makes the stronger poisons

3. Bandit Casino
 - Stolen Tech from Human Bandits
 - Change copper, silver, gold for chips
 - Use chips to gamble
 - Exchange chips back for copper, silver, gold or a prize

4. Ashlander Kennels
 - Stolen Tech from Ashlander Elves
 - Can make giant or animal men versions of your pets
 - Works on jack rats, trap spiders and other kobold specific pets only

5. Soul Forge
 - Stolen Tech from Chaos Dwarves
 - Sacrifice a kobold for any 3 metal bars.

6. Melting Pot
 - Kobolds own SlagPit version.
 - Can only destroy slag, nothing else.

7. Warpainters Studio
 - Uses 7 different plant dyes for warpaints
 - Warpaints can be added to all leather armor types
 - Give a boost to the wearer, similar to the Runesmith of the dwarves

8. Booze Burner
 - Distill Water from booze
 - Make fuel from booze
 - Make more fuel from booze and oil

9. Glass Blower
 - Makes more glass items then the glass forge
 - Similar to the glass forge of the dwarves, not as powerful

10. Trader Warren
 - Unpacks crates
 - Kobold version of the dwarven Storage Warehouse

11. Tribal Meeting Grounds
 - Calls immigrants
 - Calls caravans
 - Calls sieges and megabeasts
 - Kobold version of the dwarven Embassy

12. Toadlicker
 - Uses milked Psychoactive Toad secretion
 - Makes drinks with totally random effects
 - Instant sleep, no sleep, get smaller/bigger bodysize, get sick, get blind, get strong, get fast.

13. Tinkerer
 - Stolen Tech from Gnomes
 - Makes special catapult and ballista ammo
 - Uses clockwork parts from automatons
 - Makes special trap parts

14. Fletcher
 - Stolen Tech from Elves
 - Makes bows and composite bows
 - Makes cutting, piercing and blunt arrows

15. Tattoo Parlor
 - Stolen Tech from Humans
 - Adds 30% attribute boost to any tattooed kobold
 - Needs henna made of plant dyes

16. Ceremonial Grounds
 - Stolen tech from Orcs
 - Allows special dfhack scripts to be run
 - Ceremonies to make grass and saplings grow instantly
 - Weather dances to start rain or snow

17. Arena
 - Stolen tech from Goblins
 - Summon creatures to fight, using Changelings
 - Each defeated enemy leaves a reward
 - Each defeated enemy give the reagent for the next stronger enemy

18. Steam Generator
 - Stolen tech from Automatons
 - Needs water underneath, but no fuel
 - Creates power for free

19. Magma Generator
 - Stolen tech from Dwarves
 - Creates magma
 - Can melt metal objects and ores without fuel
 - Done because Kobolds can never reach the magma-lake...

20. Thieves Tunnel
 - Small version
 - Low risk of death
 - Low chance of singular item
 - Similar to dwarven altar, praying for single items needed for moods.
 - Can create plan for the next better tunnel.

21. Secret Thieves Tunnel
 - Medium version
 - Risk of death
 - Low risk of siege
 - Steals good items from all kinds of civs
 - Low chance for a building plan
 - Low chance for the plan for the next better tunnel.

22. Super Secret Thieves Tunnel
 - Big version.
 - Low risk of death
 - Risk of siege
 - Steals many good items from all kinds of civs
 - High chance for a building plan

23. Voodoo Totem
 - Stolen tech from Warlocks
 - Use warlock loot or race-specific plans and special reagents
 - Curses an entire race (calls slayrace id magma)
 - Example: Goblins siege you, you curse goblins. All goblins will die in a flood of magma

24. Totem of the raging Badger
 - Badger are now kobold pets
 - Upgrades for the badgers

25. Totem of the stealing/thieving Kea
 - Keas are now kobold pets
 - Upgrades for the keas

26. Witchers Hut
 - Transforms male bolds into Witchers
 - Transforms female bolds into Witches
 - They have 1-2 native spells
 - More spells can be learned from orcish/frost giant mojos that can be stolen

27. Wicker Weaver
 - Makes items/furniture from plants
 - Kobold version of the dwarven Thatchery
« Last Edit: May 25, 2013, 11:15:51 pm by Meph »
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Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #18 on: May 26, 2013, 09:23:33 am »

28. Juice Bar
 - Makes juices and tea
 - Costs twice as many plants as alcohol
 - Tea gives no_sleep
 - Juices can be drunken like alcohol, but without negative effects
 - Alcohol now gives -10% speed nerf, some dizzyness and drowsiness and no_fear tag.



Ok, I think I am done. 28 new buildings in total, and 4 new decorations (rug, candelabra, brazier, sign) makes 32 new buildings... 33 was the number of buildings before, which means Kobold Camp would be twice the size then. :)

EDIT: Mh... maybe a Pipe-Shop, Smoking-Room, Tobacco/Weed-Lounge. ;) Or Shishas.
« Last Edit: May 26, 2013, 09:26:08 am by Meph »
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fasquardon

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #19 on: May 27, 2013, 06:00:12 pm »

Those are some gorgeous building designs there Meph.  I am also liking the theme.

Worried about the magma generator being unbalanced...  It sounds powerful and un-koboldish (even considering it is stolen dwarf tech).

fasquardon
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ggamer

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #20 on: May 27, 2013, 06:37:05 pm »

Ok, I think I am done. 28 new buildings in total, and 4 new decorations (rug, candelabra, brazier, sign) makes 32 new buildings... 33 was the number of buildings before, which means Kobold Camp would be twice the size then. :)

EDIT: Mh... maybe a Pipe-Shop, Smoking-Room, Tobacco/Weed-Lounge. ;) Or Shishas.


EDIT: Mh... maybe a Pipe-Shop, Smoking-Room, Tobacco/Weed-Lounge. ;) Or Shishas.

Weed-Lounge

RASTA KOBAHLDS

E: Y'know, i'll just sig this
« Last Edit: May 27, 2013, 08:55:40 pm by ggamer »
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leafar

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #21 on: May 28, 2013, 01:29:35 am »

yeah mon, add a ganja den  8)

we're talking 'bout lots of stuff
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smakemupagus

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #22 on: May 28, 2013, 02:22:46 am »

Yay for big kobold expansion!! :D

Slayrace, huh?  :o
Maybe some lesser voodoos too?  (raise dead?)

Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #23 on: May 29, 2013, 02:03:51 am »

Yeah, first I thought its a bit overkill, but doing simple raw stuff is very relaxing after a hard day of touring National Parks :P

The 28 buildings shown are all more or less operational btw, its not just designs. They have reactions and can be build and such. All rather untested and unbalanced of course, but it was fun doing it. Here some more designs, which are really only building designs atm:



Shisha Lodge removes bad thoughts btw, that works. :) The Witcher magic is a mix of dwarven and orc magic, I didnt want to get into complex spell making atm. Still have to figure out how exactly I can refine plants into leaves, use leaves in reactions and how to make a copy of the vanilla milling reaction. I asked in the modding thread already, but somehow people didnt take the question seriously, because they assume that I should know that ;)

Smake, you still up for that frostbite turret? :) I wanted to transform changelings into a natural frostbite turret creature, and a immobile creature that can be dropped into water to freeze it. I know that that worked somehow, freezing the 9 tiles around it. Frostbite webs would be awesome as well. Writing raws are easy on the notebook, but ingame testing is horrid, because worldgen, loading, saving and FPS are so slow.

Its slayrace magma btw, not just slayrace. Should have some negative sideeffects after all. No loot that isnt magmasafe, no corpses to butcher and enourmous fires everywhere. But yeah, a raise all dead thing I can add as well. :)

The rest I can do, after all its fun. :) Juice Bar and Trap Setter work as well... maybe I could also do a Wax Workshop, because the honeyant farm can produce it more easily then the usual way.

Again, feedback on the proposed ideas, and suggestions for more ideas and balancing are very welcome.

I did change the buildmats quite heavily btw, you usually need 1 wood and a few tanned skins to make a building, instead of boulders or blocks like dwarves. I imagine the kobolds building little tents, from leather and a wooden tentpole. :)

The skills of Alchemists, Researcher/Inventor and Scribe/Writing are pretty much unused, as is PlayingMusic. More ideas for that would be welcome as well. :)

I definetly want Kobolds to be heavily centered on tanned skins, bone and dye for the reactions. Simple animal and aboveground plant reagents. And on dead Kobolds, because till you steal all those building plans, many many kobolds will have died on "thieving expeditions" ^^

Oh, and I need a way to relyably only target undeads and kill them with an interaction. I think the old one I once tried didnt work too well. Or I try fiddling around with the mithril rune one.
« Last Edit: May 29, 2013, 02:57:37 am by Meph »
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Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #24 on: May 29, 2013, 11:58:36 am »

Well, Druids Hut with transformation into a Druid melee mage is done, Scribe and DirtDigger/ARcheologist work, Juice Bar works, both Sweat Lodge and Sisha Lodge work... and the Ice Sculptor works as well.

Really nice when you can copy+paste and do a mass find+replace on it for most of these things. :)
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Meph

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #25 on: June 01, 2013, 12:14:10 am »

Did a few hours, 4-5 or so yesterday on the bus ride. Added most things to the manual and added all the workshops and furnaces to it as well. And I made some basic reactions for the mineshaft and the honeyant farm. These work now as well.

I will just continue talking to myself here, treating it as a kind of dev log for people to read ;)
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fasquardon

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #26 on: June 03, 2013, 04:38:04 pm »

I'll interject into  your monologue with some of my own thoughts:

All of the buildings look good to me - most of them really good.  The one exception is the juice bar.  I don't find it recognizable.

Are you planning on using all of these buildings, or will you be whittling them down to a smaller number at the end of the brainstorming process?

The slayrace magma thing...  Is that kill all of the race in the world or in the map?  Though either way, I am not sure I like the idea of Kobolds with nukes, be they strategic or tactical...

I just noticed the toadlicker is noted as being stolen Drow tech...  Given that the toads are Kobold pets, I would have thought this would be Kobold-own tech.

I like the concept of most Kobold buildings being tents.

The troglodyte mine looks very good.  As a concept I'm not too keen on it though, since like the magma smelter it essentially makes Kobolds less Koboldy.  I think if Kobolds make stone, it would be more in theme to give them a reaction to "compress clay into claystone".

The Skaven Warpstone Shrine seems like the sort of building that would mutate creatures...  For example three headed dogs, exploding jackrats, fire breathing salswars, two-headed ogre magicians, mutating Kobolds into a random Kobold caste...

Alchemist or Researcher/Inventor sound like good skills for using with the Skaven Warpstone Shrine.

Scribe/Writing - hmmm, other than the Scribe building, I am coming up blank...

For PlayingMusic, perhaps take a leaf from the Spartans and have music and dancing be how the Kobolds train to move in battle.  So it could train the Kobold's skills as well as boost the skills of Ogres and intelligent monsters like trolls.

Ogre hopilites anyone?

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Clamatius

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #27 on: June 03, 2013, 05:52:39 pm »

Stupid question: but on the OS X build, how do you start a Kobold game? I don't see any kobold civs - is there some magical raw copying/editing that has to happen for it to work?

Normal masterwork works properly.
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Gamerlord

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #28 on: June 03, 2013, 07:59:01 pm »

Stupid question: but on the OS X build, how do you start a Kobold game? I don't see any kobold civs - is there some magical raw copying/editing that has to happen for it to work?

Normal masterwork works properly.
There should be an option in the GUI.

Impedocles

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Re: [KOBOLD] - Discussion and Suggestions
« Reply #29 on: June 04, 2013, 12:25:56 am »

This all sounds amazing, I can't wait for the release.

Would it be possible to send the kea and badgers on theif missions at their altars, or train them to steal enemies' weapons?  You could also upgrade the kea into a talking kea, since they are parrots.  Increase their pet value greatly and give them a "talking" interaction that gives nearby kobolds a happy thought or something similar.

It would be nice if the sweat lodge allowed cleaning Kobolds, and maybe providing temporary benefits at the risk of making them sick and dehydrated.  A spiritual cleansing, sort of. 

Also, I agree with the other poster that the toad licker should be native, especially with negative effects counterbalancing the positive ones.
« Last Edit: June 04, 2013, 12:35:10 pm by Impedocles »
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