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Author Topic: ☼Kobolds☼ - Everything Kobold Mode  (Read 98510 times)

RodriguesSting

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #450 on: June 22, 2015, 10:15:42 pm »

Is the Dirt Digger workshop still available for the reborn kobolds, or the gist is that they are entirely surface based now, unless I find a cave?

Also, I heard there are community fortress and LP's for them. Would someone kindly link me in?

Side question:How a fully geared kobold (shell armor, glass weaponry) would fare on melee against common animals?
« Last Edit: June 22, 2015, 10:27:35 pm by RodriguesSting »
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GreyMasker

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #451 on: June 22, 2015, 11:14:11 pm »

Side question:How a fully geared kobold (shell armor, glass weaponry) would fare on melee against common animals?

I'm no expert but so far my little squad of three kobolds in leather and wielding bone weapons have done just fine killing off beasties like bears. Just they other day they tackled a Troll with no casualties or significant injuries, though I think I may have just gotten lucky.
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RodriguesSting

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #452 on: June 22, 2015, 11:23:59 pm »

Interesting. Which weapons did you use? I suppose anything but the spear and hatchets would be useless, given their size, but I could be wrong.

I always use spears by default because I am used to orcs. Their spears do everything.
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Arcvasti

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #453 on: June 23, 2015, 12:05:09 am »

Yeah, kobold spears, especially made of good metal, are awesome for penetrating... well, anything. I'm rather partial to machetes because they turn things into a fine paste. Kobolds should be fine against most types of animals[Which are not fucking forest spiders] as long as they're decently trained and equipped.
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GreyMasker

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #454 on: June 23, 2015, 12:31:25 am »

Two whipbolds and one machetebold. I need to draft another one so the machete guy has a training partner.
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Lostsoul

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #455 on: June 25, 2015, 09:38:38 am »

I just found why my shaman is depressed. He gets unhappy though everytime he visits refuse stockpile and sees a finger of dead troll.

Actually most of my kobolds seems to get unhappy thoughts when seeing some parts of dead animals. Is this feature or a bug?

Also it is surprising fun trying to repopulate nearly dead civilization. I got about 13 migrants after 3 years, and 27 babies and childs from breeding warren.
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Neyvn

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #456 on: June 25, 2015, 02:06:09 pm »

Slightly confused on which plants are used in the Wicker reaction...
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smakemupagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #457 on: June 25, 2015, 11:16:09 pm »

are not the names of the plants in the reaction names?

Quote
Searching for: Bundle wicker (
reaction_kobold.txt(2376): [NAME:Bundle wicker (blade weed)]
reaction_kobold.txt(2385): [NAME:Bundle wicker (cave wheat)]
reaction_kobold.txt(2394): [NAME:Bundle wicker (longland grass)]
reaction_kobold.txt(2403): [NAME:Bundle wicker (quarry bush)]
reaction_kobold.txt(2412): [NAME:Bundle wicker (whip vine)]
reaction_orcfort.txt(6521): [NAME:Bundle wicker (blade weed)]
reaction_orcfort.txt(6530): [NAME:Bundle wicker (cave wheat)]
reaction_orcfort.txt(6539): [NAME:Bundle wicker (longland grass)]
reaction_orcfort.txt(6548): [NAME:Bundle wicker (whip vine)]
Found 9 occurrence(s) in 2 file(s)

Neyvn

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #458 on: June 26, 2015, 11:56:08 pm »

are not the names of the plants in the reaction names?

Quote
Searching for: Bundle wicker (
reaction_kobold.txt(2376): [NAME:Bundle wicker (blade weed)]
reaction_kobold.txt(2385): [NAME:Bundle wicker (cave wheat)]
reaction_kobold.txt(2394): [NAME:Bundle wicker (longland grass)]
reaction_kobold.txt(2403): [NAME:Bundle wicker (quarry bush)]
reaction_kobold.txt(2412): [NAME:Bundle wicker (whip vine)]
reaction_orcfort.txt(6521): [NAME:Bundle wicker (blade weed)]
reaction_orcfort.txt(6530): [NAME:Bundle wicker (cave wheat)]
reaction_orcfort.txt(6539): [NAME:Bundle wicker (longland grass)]
reaction_orcfort.txt(6548): [NAME:Bundle wicker (whip vine)]
Found 9 occurrence(s) in 2 file(s)
I must have been doing something wrong then, it was only showing leaves as the reaction option.
That and all the new plants are not included...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

smakemupagus

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #459 on: June 27, 2015, 01:10:11 am »

Oh -- perhaps you're on Masterwork Reborn, in which case, Sorry i have no idea!

Neyvn

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #460 on: June 27, 2015, 09:29:54 am »

Oh -- perhaps you're on Masterwork Reborn, in which case, Sorry i have no idea!
Opps forgot to mention that T_T
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #461 on: June 27, 2015, 10:35:53 am »

It accepts ANY leaves. All plants that leave leaves are acceptable. But you need the farmworkshop => process plants to bags first.
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pabrams

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Child/Baby cap doesn't work - Too many children
« Reply #462 on: June 27, 2015, 10:37:25 am »

I have the Child/Baby Cap set to 1:1 in the Masterwork UI, but my game has 58 adults, 21 children and 4 babies.

The tooltip says that the first 1 means that's an absolute cap on children and the second 1 is the percentage cap on children, but clearly that's not the case.

Is there any file I can edit or dfhack command I can enter to stop the children?  Can I kill them without making my adult dwarves tantrum? 
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Meph

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #463 on: June 27, 2015, 12:02:50 pm »

Adult dwarves? Are you sure you are in the right topic? This is the kobold thread.
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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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Vitellozzo

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Re: ☼Kobolds☼ - Everything Kobold Mode
« Reply #464 on: July 05, 2015, 09:21:12 am »

Can someone confirms shalwars to be fully breedable? I fear they lack some tags for the eggs to be hatcheable:

They lack both the Fert. and the N.Fert. tags after the n° of eggs.

P.s: I forgot to mention I'm using the lattest Masterwork Reborn version, 40.24 v.006.
« Last Edit: July 05, 2015, 09:37:47 am by Vitellozzo »
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