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Author Topic: Kobold Camp (Version 1.51 for DF 34.11, last update 07/01/2012)  (Read 105023 times)

Zwerg

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #210 on: October 28, 2011, 01:59:24 pm »

It seems so that you can't save the embark options properly. After loading them for the next game, they are screwed and some modded tools vanish.

My last Camp of ~40 was entirely killed by their own ~40 dogs. And I have no idea how it started but I guess some tantrum chain reaction. Suddenly dogs where chasing the kobolds and killing them. So much FUN.
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Lagotrope

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #211 on: October 28, 2011, 06:11:43 pm »

It seems so that you can't save the embark options properly. After loading them for the next game, they are screwed and some modded tools vanish.

My last Camp of ~40 was entirely killed by their own ~40 dogs. And I have no idea how it started but I guess some tantrum chain reaction. Suddenly dogs where chasing the kobolds and killing them. So much FUN.

It's all about 200% increases in FUN.

And yes, saving embark options isn't recommended in KC, I'm sorry to say. Moreso than DF, tools and items availability immensely varies between worlds and locations, so it's rare that one embark save will have many of those items available next time. It is a pain, but not quickly fixable without having an onslaught of adverse effects.
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LoSboccacc

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #212 on: December 05, 2011, 09:30:48 am »

in truth, you just need that one stone to kickstart clay collection  ;D
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LoSboccacc

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #213 on: December 05, 2011, 05:20:27 pm »

hey, I can have a pet troll from the embark screen! how cool! I need stonesense just to see the face of the goblin when the invaders see them!
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LoSboccacc

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #214 on: December 06, 2011, 05:16:09 am »

question: can the clay be removed from the stone that may be used for buildings and such modding the raw, or is it an hardcoded behavior?

it feel cheap to mass build everything out of clay but I have no willpower  :P

(I'm ok with bricks. maybe a one 3 clay and 1 wood to 3 bricks would be better, however, to even out wood consumption; but this I can do myself. probably.)

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Tirion

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #215 on: December 06, 2011, 05:34:49 am »

question: can the clay be removed from the stone that may be used for buildings and such modding the raw, or is it an hardcoded behavior?

it feel cheap to mass build everything out of clay but I have no willpower  :P

(I'm ok with bricks. maybe a one 3 clay and 1 wood to 3 bricks would be better, however, to even out wood consumption; but this I can do myself. probably.)

People IRL have no problem with building out of raw clay, though they add some plant fiber. Perhaps a reaction for that?
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LoSboccacc

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #216 on: December 06, 2011, 05:44:43 am »

yup, the only problem is with abundance of the clay. feels cheap. I've the modded brick reaction in, but I can't find what defines the clay lump. (I've found the layers, but not the actual stuff that get's out from the collect clay labor)

either way, it seems that removing is_stone is not enough to prevent building out of it, so meh. I'll embark without clay for now.
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Lagotrope

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #217 on: December 06, 2011, 09:47:44 am »

Hm, it is true, clay is so common to make things far easier than intended. I don't know a way to change the manner that the collected clay works, aside from disallowing the kiln, and therefore collection. I'd rather not do that, as I can't think of any good reason why kobolds wouldn't use clay.

Changing the brick reaction is easy enough (and has been done as mentioned); it's already in the raws under reaction_other. You could change the '1' in [REAGENT:clay:1:BOULDER:NONE:NONE:NONE] to '3' for example so that kobolds need to gather 3 clay to make one brick.

That's not really the problem though. As far as I can tell, the gathered clay is hard coded to be building material, in the same sense that you can build stuff out of ash. As much as I dislike having a player having to rely on self restraint, I don't know how to implement a preferable alternative.
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Crandal

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #218 on: December 15, 2011, 09:31:47 pm »

It seems the DFFD website is down, is there any other place to download this mod?

Edit: Nevermind, it's back up.
« Last Edit: December 16, 2011, 08:08:20 pm by Crandal »
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chemioterapia

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #219 on: December 17, 2011, 05:35:17 pm »

Add wooden statues please.

EDIT: Why i can't make any armor from leather/bones? I can only craft leather clothes like dress, coat, robes etc. im sad :<.
« Last Edit: December 18, 2011, 06:04:35 am by chemioterapia »
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Lagotrope

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #220 on: December 19, 2011, 11:39:46 am »

Add wooden statues please.

EDIT: Why i can't make any armor from leather/bones? I can only craft leather clothes like dress, coat, robes etc. im sad :<.

I don't see why not, I'll throw in wooden statues next release, whenever that is.

As for the armor issue, I do not know, I was pretty sure that was possible. Generally there's something broken each release, I'll look into this one, again whenever the next release happens.
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chemioterapia

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #221 on: December 19, 2011, 02:23:31 pm »

Also, i cant tan any hide in furrier's shop. I changed fur_mat into tan_mat and this work.
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Lagotrope

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #222 on: December 19, 2011, 02:28:37 pm »

Also, i cant tan any hide in furrier's shop. I changed fur_mat into tan_mat and this work.

And that I could swear was working last time, it's like KC runs differently on each computer.

It is a conundrum, but I'll put that on my list to test again to see what I find.
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chemioterapia

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #223 on: December 20, 2011, 09:50:38 am »

To start clay economy you can use ash too :P.
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Lagotrope

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Re: Kobold Camp (KC ver 1.3, for DF 31.25 last update 10/19/2011)
« Reply #224 on: December 20, 2011, 10:05:28 am »

To start clay economy you can use ash too :P.

Indeed, it's all hilariously broken on that front. Maybe I'll put kobolds back to default size. Probably not.
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