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Author Topic: Kobold Camp (Version 1.51 for DF 34.11, last update 07/01/2012)  (Read 107462 times)

Replica

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #255 on: February 26, 2012, 09:34:03 am »

My kobolds are incredibly boss.

An ill equipped squad of 6 armed with training weapons and shell helmets fought off an elven ambush force of 18 with half the squad ending up crippled.
Just a few weeks afterwards however the squad was up and running again, despite still having fractured bones and impaired motor skills, they absolutely refuse to lie down and rest, its like they WANT to defend their tree fort.

If they survive the next attack I am building these guys a monument in their honor.
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Keizo

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #256 on: March 11, 2012, 03:54:56 pm »

Whoo!! I'm in the mood for KOBOLDS!! I loved this mod back in the day and in my return to DF I am pleased to see that kobolds still have fans.

Now it's too bad I tend to be too dumb to patch anything in DF, but here I go, trying to create a functioning 0.34.05 version of kobold fortress.
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Paramatter

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #257 on: March 24, 2012, 03:44:15 am »

This may be a bit nitpicky, but...  Why exactly do the Kobold descriptions have entries for both snouts and muzzles?  It's been my understanding that those are two words for the same bits of anatomy and I haven't been able to find anything saying otherwise.

Epitaxis

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #258 on: March 28, 2012, 08:56:44 pm »

I think I've seen this before, but someone edited the speed at which a civilization was able to dig through stone and how quickly they learned in mining. As much as I enjoy the idea of kobold not being half a minor as any dwarf I'd imagine they'd be able to get through stone sooner or later if they put their minds to it..... That and I find it a minor inconvenience to lose a kobold every now and then to a fey mood because I can't get a hold of gems and the trader not trading any because he's just a lowly kobold. I lost my favorite today to a fey mood. :' (

Thank you for the work you've done so far on this and completely endorse this mod. Keep it up because I suck at modding! xP
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LoSboccacc

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #259 on: April 06, 2012, 08:35:34 am »

uhm. I modded in a hammerer like noble, using dagger as skill instead of hammer, just because.

I'm not that much on kobold lore: I've given him the title of 'Butcherer', but I'm looking for better suggestions
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Deon

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #260 on: April 06, 2012, 09:05:59 am »

Call him "Fingercutter" or something more kobold-ish. A butcherer is not a very good choice because it's similar to a real profession and could cause confusion.
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DarthBoogalo

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #261 on: April 06, 2012, 09:18:44 am »

You could actually just add whatever bit of raw to another noble that you think would go about giving executions, I think you can, at least.
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LoSboccacc

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #262 on: April 06, 2012, 12:17:43 pm »

Deon, I like your thinking. I'll go with Hand Cutter, it's more traditional, in a way.

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LoSboccacc

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #263 on: April 09, 2012, 05:12:02 am »

I've made this small mod to kobold kamp for myself, I guess I'll post it there for other to use:

http://dffd.wimbli.com/file.php?id=6136

changelog:
merged raws with .07
added clay slabs from *Corrosion*
tuned clay brick reaction: 1 fuel + 5 clay in, 3 bricks out
added Hand Cutter position, does the hammerer job but with a dagger
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LoSboccacc

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #264 on: April 09, 2012, 09:24:40 am »

after a big duh,
added sandals as common footwear
http://dffd.wimbli.com/file.php?id=6136
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Vigilant

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #265 on: April 10, 2012, 09:16:52 pm »

I'm pondering my own version, i'm thinking instead of eliminating digging stone, just making a lot of the advanced stone and metal skills have abysmal skill progression rates. Like weaponsmithing 10%. Kobolds dig, kobolds may find ore, but they're so hard to learn how to work it effectively that use of it is discouraged. I'll probably need to work on items too to balance some things out with this philosophy, but that's where i'm heading. Once i get to testing I'll try and remember to let people know how it goes.

Also i'm whacking analytical ability even further but buffing social_awareness. Suggested play settings also are to set max pop 10 and kill migration, that way you don't get 10 grand master weaponsmith migrants, not to mention it'll make things difficult. GET THOSE WOMEN BREEDING :D
« Last Edit: April 11, 2012, 11:01:17 pm by Vigilant »
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #266 on: June 16, 2012, 08:04:35 pm »

Hey lago, KC seems pretty outdated, and has quite a few bugs. I have done alot of bug fixing and adding new stuff to KC for Regeneration: Forced Evolution. And was thinking, if you don't mind. Posting a DF 34.11 update with all the fixes too, and minor extra content (renamed kobold weapons, new tribal like clothes, reactions to make skull helms, and even make iron grade bone weapons/armor)

It would be simple for me to just tune back some of my changes to keep with the "no dig stone" goal of KC

P.S.

I may or may not been prodded into doing this.
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axeman157

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #267 on: June 16, 2012, 08:15:05 pm »

Breath life into Kobold Camp Hugo, give it LIFFFEEE!
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #268 on: June 20, 2012, 12:01:49 am »

Alright with no response from Lago I have done a update. Well sorta it is in progress, Since I forgot what I had to change to get KC to function in Regeneration propperly

I basically ripped whatever I had in Regen and dropped it in, and I am now trying to find the bugs, and crush them.

Now when I say ripped out that means *only* kobold stuff has been brought over. Now When I finish with this update, I might or might not work on it. Depends how much CaptainKobold pokes and prods me. But Regeneration will always have a updated KC, but there will be a point where I add in "castes" and magic to bolds.

Anyways enough ramble, I will return to this updating.

EDIT:
hrm this is slightly difficult, Considering I had to move quite a bit around between the two mods. I shall see what I can do tomorrow
« Last Edit: June 20, 2012, 12:16:40 am by Hugo_The_Dwarf »
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Corai

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #269 on: June 20, 2012, 12:32:09 am »

*pokes Hugo with a bone spear*


Work!
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