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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 98519 times)

Weirdsound

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #390 on: January 26, 2015, 10:02:41 pm »

Hrmm... Minor Kobold Nitpick. My civ somehow gained access to the Orcish Winter Plants, but the option to plant them doesn't seem to exist at the farm plot. There are also no reactions for them at the juicer.
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vjmdhzgr

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #391 on: January 26, 2015, 10:08:35 pm »

The farm plot problem is a biome problem not a kobolds problem. The limited amount of juices could be considered a kobold problem.
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #392 on: January 27, 2015, 05:02:30 am »

If its not a Taiga, Tundra or Glacier, you cant plant them.
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Weirdsound

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #393 on: January 27, 2015, 10:59:02 pm »

If its not a Taiga, Tundra or Glacier, you cant plant them.

Still, I'm buying alot of the damn things from the caravans. Guess I can cook the seeds and hope the chef is smart enough to add meat. Would be nice to juice the pears at least. Or make tea the proper Kobold way from the mint.



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Zuzu Reish

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #394 on: January 28, 2015, 03:43:04 pm »

I wouldn't mind if the Kobolds had regular access to boreal plants, whether or not they are the same as the orcs. As herbalism-specialists it would make sense for them, and make zero-point embarks on freezing biomes a little bit more manageable.

I was in a similar situation once (dealing with seeds) and I decided micromanage my stockpiles to make a bunch of non-edible roasts for export. In retrospect, I should have simply smashed them  :P
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #395 on: January 29, 2015, 08:42:35 am »

Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^
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Weirdsound

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #396 on: January 29, 2015, 12:55:36 pm »

Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^

Tea, wicker, extra uses for dye, food for the booze burner, poison. Kobolds have uses for plants that other races do not.
« Last Edit: January 29, 2015, 12:57:07 pm by Weirdsound »
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Zuzu Reish

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #397 on: January 29, 2015, 10:00:46 pm »

Kobolds? herbalism-specialists? Yes, they might be able to gather them, but they don't even eat plants. ^^

Tea, wicker, extra uses for dye, food for the booze burner, poison. Kobolds have uses for plants that other races do not.

^ This; sorry I should have clarified.

What I makes Kobolds challenging - beyond their small size - is that the player needs to juggle the needs of a wider variety of industries than, say, dwarves, to make them reach their full potential. Arguably, the Kobolds have an easier time maintaining a strong agricultural 'industry' than any of the other races. I view it as an important comparative advantage, even if they don't actually eat the plants; this is all the more important on difficult embarks/biomes, including boreal/arctic climates.



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vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #398 on: January 30, 2015, 11:49:42 pm »

Back playing kobolds and noticed the Fletcher's Shop produces mostly arrows without materials resulting in ghost arrows when shot. They pass right through the target producing no wounds.

The exception is the bone arrows. Below are wood arrows:

Spoiler (click to show/hide)

Combat report:

Spoiler (click to show/hide)
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smakemupagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #399 on: January 31, 2015, 01:21:50 am »

yep verified, it's a Get from reagent mis-match.  good catch!

Quote
[REACTION:MAKE_ARROWS_ONE_WOOD]
[NAME:Make sharp wood arrows(25)]
[BUILDING:FLETCHER:CUSTOM_W]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]

vonsch

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #400 on: January 31, 2015, 09:16:06 am »

Think there may be another in the Trapsetter. The totemhammers appear to work fine, but seeing more phantom trap hits with weapon traps using the thread lash things.

Don't have solid confidence in this one. See thread in the description, though not sure that's a material. Will try to channel some things into traps I can watch more closely.


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smakemupagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #401 on: January 31, 2015, 02:03:04 pm »

yep, same problem!  (although the leather whiplash should be fine)

Quote
[REACTION:KOBOLD_CREATE_SHRAPNEL_TRAP_10]
   [NAME:Create sharp thread whiplash]
   [BUILDING:TRAPSHOP:CUSTOM_ALT_H]
[REAGENT:A:15000:THREAD:NONE:NONE:NONE][NOT_WEB]
   [PRODUCT:100:1:TRAPCOMP:ITEM_WHIPLASH_SHARP:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:MECHANICS]

[REACTION:KOBOLD_CREATE_SHRAPNEL_TRAP_0]
   [NAME:Create knotted thread whiplash]
   [BUILDING:TRAPSHOP:CUSTOM_ALT_J]
[REAGENT:A:15000:THREAD:NONE:NONE:NONE][NOT_WEB]
   [PRODUCT:100:1:TRAPCOMP:ITEM_WHIPLASH_KNOTTED:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:MECHANICS]

Rutee

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #402 on: January 31, 2015, 07:11:18 pm »

I'm having a devil of a time getting my digger to dig.  The second the shovel shows any wear whatsoever it no longer counts.  I like the idea of the breakable shovels, but seeing my digger stand around with No Job and a stack of shovels in varying states of repair (Including one he just finished) is really vexing.  Any ideas how to get around it?
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chaosfiend

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #403 on: January 31, 2015, 07:17:30 pm »

From what I played and heard a while back, you need to disable the mining job on the bold first, then turn it back on. They seem to stay attached to their broken shovels, and until you do so, they will not pick up another.
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Weirdsound

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #404 on: January 31, 2015, 07:54:37 pm »

From what I played and heard a while back, you need to disable the mining job on the bold first, then turn it back on. They seem to stay attached to their broken shovels, and until you do so, they will not pick up another.

I've found that this works.

Might as well throw out a suggestion on that matter. Could we get a reaction at the dirt digger to call a script that disables and re-enables digging for all active diggers? Would save some time and tedium otherwise spent on the labors menu or Therapist.
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