../burichan.7.cssme="robots" content="noarchive"/> /tg/ - Traditional Games

Posting mode: Reply
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • このサイトについて - 翻訳

  • Minor update posted to the news page. Major update coming "soon."

    File :1226217280.gif-(5 KB, 450x425, kobby.gif)
    5 KB KOBOLD CAMP Anonymous 11/09/08(Sun)02:54 No.2965122  
    So there's been a lot of Goblin Fortress going around lately, a presumed improvement over Dwarf Fortress. Well I'm taking it a step further! It can't really be called a fortress, so prepare for KOBOLD CAMP!

    Ultra-primitive mode, GO!
    >> Kobold Camper 11/09/08(Sun)02:55 No.2965128
         File :1226217345.gif-(4 KB, 745x50, nope.gif)
    4 KB
    First thing's first. I'll just name my fort something r-
    oh, guess not.
    >> Kobold Camper 11/09/08(Sun)02:58 No.2965135
         File :1226217518.gif-(14 KB, 346x312, jobs.gif)
    14 KB
    Not a lot of jobs to pick from, either. I had to add some of these so they could make ANYTHING (e.g. woodcutter, carpenter) and have food (e.g. fisherman), but still tried to keep it at a minimum. Other stuff like building designer and animal caretaker are only there by necessity.
    These are the ONLY production jobs they can have, after this it goes into weapons and the whole flatterer/appraiser/comedian stuff.

    Also mining doesn't really work for them either, since they can't use picks, so they're pretty limited in what they can do.
    >> Anonymous 11/09/08(Sun)02:58 No.2965136
    Looks like you're in for a fun ride...
    >> Kobold Camper 11/09/08(Sun)03:03 No.2965142
         File :1226217813.gif-(14 KB, 1156x211, items.gif)
    14 KB
    Not a whole lot of items to bring along, either.

    My goal is to build a sprawling riverside kobold encampment, with as many surviving kobolds as possible.
    The Golden Rule of this settlement will be: ONLY WHAT WE NEED.

    So many fortresses set up smelters and glass production and gemsetting, but what do you REALLY need? Citizens, food, a place to sleep, maybe some protection.

    I'm going to keep this as simple as possible. A purely above-ground, riverside camp where most everyone makes food, drink, weapons, or trade goods to trade for those things. Essentially no luxuries.
    >> Anonymous 11/09/08(Sun)03:04 No.2965145
    Where do they get all their copper knives, then?
    >> Anonymous 11/09/08(Sun)03:06 No.2965146
    kobold was here
    dwarf is a loser
    >> Kobold Camper 11/09/08(Sun)03:07 No.2965149
         File :1226218045.gif-(30 KB, 1197x358, howtodothis.gif)
    30 KB
    So here's the question: 7 kobolds, a tiny stock of potential items to bring, and no advanced survival techniques.

    Any recommended approaches? I'm thinking:
    1 Dedicated Fisherman who does nothing but fish
    1 Dedicated Woodcutter who also has some skill as an axeman, for defense
    1 Kobold assigned to brewing, fish cleaning, butchering, and any other food-producing means
    1 Builder/Carpenter to construct huts and furniture
    1 Craftsman, who can make wood/bone crafts, as well as work with leather
    1 "Noble" for trading, who I can assign any odd jobs/hauling in the meantime
    1 Trained soldier, pure military
    >> Anonymous 11/09/08(Sun)03:22 No.2965187
    I'm behind this 100%. Prove to us that Kobolds are good for more than just Goblin sex slaves.
    >> Anonymous 11/09/08(Sun)03:23 No.2965190
    Since their ambush parties are just about entirely ranged, I find them more dangerous than the goblins
    >> Anonymous 11/09/08(Sun)03:26 No.2965198
    No, /tg/ is in love with SQUAT FORTRESS
    >> Anonymous 11/09/08(Sun)03:27 No.2965200
         File :1226219247.gif-(5 KB, 448x498, phpWF.gif)
    5 KB
    >> Anonymous 11/09/08(Sun)03:31 No.2965209
    Thread is useless without kobold wordporn.
    >> Anonymous 11/09/08(Sun)03:38 No.2965220
    What about making the soldier also a hunter?
    >> Kobold Camper 11/09/08(Sun)03:39 No.2965222
         File :1226219944.gif-(26 KB, 1175x313, phpfT.gif)
    26 KB
    All right, I think I've managed to get together some decent folks here. The jobs are laid out and we're bringing some turtles, a chopper, and a sword. There are no copper crossbows, just regular bows and arrows, and I don't know if we'd be any good with those, so for the time being I'm just having my soldier use a copper shortsword.

    Some interesting job titles and we're ready to go.
    >> Devil 11/09/08(Sun)03:39 No.2965223
    >> Anonymous 11/09/08(Sun)03:41 No.2965226
    >> Anonymous 11/09/08(Sun)03:55 No.2965242
         File :1226220943.gif-(70 KB, 640x512, phpJD.gif)
    70 KB
    Well, this is it. We've arrived -- and what a beautiful spot for a fortress, too!

    Right by a high waterfall which branches down into two flowing rivers along a low plain. It's beautiful, it's full of trees, and it's got lots of fish.
    Wish me luck!
    >> Anonymous 11/09/08(Sun)03:56 No.2965243
    May whatever if any gods kobolds worship bless your camp. GODSPEED.
    >> Kobold Camper 11/09/08(Sun)03:58 No.2965247
    It turns out:
    1: Kobolds are godless.
    2: Kobolds only wear loincloths and tunics instead of the massive set of clothing most races wear.

    This is interesting already.
    >> Anonymous 11/09/08(Sun)04:02 No.2965251
    >> Anonymous 11/09/08(Sun)04:02 No.2965252
    >> Anonymous 11/09/08(Sun)04:10 No.2965261
    if kobold can dig trenches try to make a water moat, or some kind of wooden defense wall
    >> Anonymous 11/09/08(Sun)04:12 No.2965266

    Fixed that for you.
    >> Kobold Camper 11/09/08(Sun)04:17 No.2965271
    Had to restart, for some reason all my kobolds suddenly froze in place and gave the message they were canceling their jobs on account of "FORBIDDEN AREA". I have no idea why, I didn't touch a thing, they all just suddenly stopped working. Trying again.

    Nope, Kobolds can't use picks at all, and there are no shovels in the game.
    Would be neat if they made a difference between digging soil and carving out rock. I bet Kobolds could dig, even if they can't mine.
    >> Kobold Camper 11/09/08(Sun)04:26 No.2965283
    And then they all ignored my drinking spots (even though the orders are ZONE ONLY DRINKING) and got eaten by carp. All of them.

    >> Kobold Camper 11/09/08(Sun)04:37 No.2965291
    Having been beset by carp enough times, I've caved in and added a "shovel" item that can be made from primitive material (e.g. copper) so my Kobolds can bring it along. I'm limiting myself to using it on soft soil, though, mostly to create drinking holes.
    >> Anonymous 11/09/08(Sun)04:38 No.2965292
    >and got eaten by carp. All of them.
    I love dwarf fortress.
    >> Kobold Camper 11/09/08(Sun)05:03 No.2965329
    Running in terror from groundhogs.

    Goddamn Kobolds are hard to play as.
    >> Anonymous 11/09/08(Sun)05:08 No.2965334
    They're KOBOLDS. They're hardly going to be ripping and tearing hydras.
    >> Kobold Camper 11/09/08(Sun)05:27 No.2965365
    After almost 10 tries and as many failures (sometimes to carp, sometimes to drowning, sometimes to wolves), I've finally established a small livable base with fresh water that's carp-free. Here's hoping my kobolds actually drink from it this time.
    >> Lord Licorice 11/09/08(Sun)05:32 No.2965369
    >They're hardly going to be ripping and tearing hydras.

    Don't forget, OP, dwarves have DAMBLOCK:1, which means they've got a natural damage reduction going for them. Elves, humans and poor little kobolds lack this trait, so they're going to take damage more readily than a dwarf in identical circumstances.
    >> Kobold Camper 11/09/08(Sun)05:33 No.2965372
    ...nope! They still insist on running to random parts of the river to drink, instead of the area I've zoned for them. Fantastic! Enjoy being eaten by carp YET AGAIN you stupids.
    >> Kobold Camper 11/09/08(Sun)05:46 No.2965411
    >> Anonymous 11/09/08(Sun)05:47 No.2965417
    >> Anonymous 11/09/08(Sun)05:50 No.2965421
    youre going to have to do a lot of reprogramming to get them to do 'normal' shit
    i recommend copypasta'ing a lot of the dorf code, just the bits that make them fort-able.
    >> Anonymous 11/09/08(Sun)05:50 No.2965422
    Oh, is this the thread where we realize that the other races don't work right in fortress mode?
    >> Anonymous 11/09/08(Sun)05:51 No.2965430
    No this is the thread where you're a nigger.
    >> Anonymous 11/09/08(Sun)05:56 No.2965437
    >> Kobold Camper 11/09/08(Sun)05:57 No.2965440
    They're already fortable, the only problem is that for some reason they're ignoring water zones (and only water zones) and are dying really easily to carp because they're just Kobolds.

    I think I'm doing okay for now though.
    >> Anonymous 11/09/08(Sun)06:05 No.2965468

    Fuck, embark on a goddamn brook, not a river, until you figure out what you are doing.

    Can you build a well? If so, that'll make entities ignore the stankness of the river water.
    >> Anonymous 11/09/08(Sun)06:07 No.2965476
    Kobold camp sounds like Dwarf fortress but all your dwarfs have downs and problems with hugging other animals they see (Wolves, Groundhogs, Carp, ect.)
    >> Anonymous 11/09/08(Sun)06:08 No.2965480
    so... its like regular dorf fortress?
    >> Anonymous 11/09/08(Sun)06:11 No.2965490
    Different spirites I assume.
    >> Anonymous 11/09/08(Sun)06:11 No.2965494
    must be
    >> Anonymous 11/09/08(Sun)06:13 No.2965502
    Well? Are all the Kobolds dead yet? Give us some screens, OP!
    >> Anonymous 11/09/08(Sun)06:21 No.2965527
    >> Kobold Camper 11/09/08(Sun)06:21 No.2965529
    My first wave of migrants.
    2 Bonecrafters
    1 Fisherman/Fishcleaner
    1 Woodcrafter
    1 Stonecrafter
    1 Herbalist
    6 Peasants
    3 Children
    Quite a haul, I can't wait to see how it plays out.
    >> Anonymous 11/09/08(Sun)06:22 No.2965533
    >> Anonymous 11/09/08(Sun)06:24 No.2965541
    They can just eat the children and the Peasants.
    >> Anonymous 11/09/08(Sun)06:26 No.2965542
    Carp Migration!
    >> Anonymous 11/09/08(Sun)06:30 No.2965551
    k, k, k, k, k, k and k
    >> Anonymous 11/09/08(Sun)06:31 No.2965554
    >> Anonymous 11/09/08(Sun)06:32 No.2965557
    >k, k, k, k, k, k and k
    >k, k, k, k, k, k
    >k, k, k, k
    >k, k, k
    >Delicious Alcohol
    >> Kobold Camper 11/09/08(Sun)06:32 No.2965558
    Nope, requires mechanisms.

    Kobolds are dying out on occasion but I'm doing better. Wood is plentiful but I have to be careful getting it since it could mean standing near the river. I'm considering switching to a brook, because the carp are just too fucking overpowered. Stand anywhere near the river and you die instantly.

    Someone else is playing Kobolds? Awesome.
    >> Anonymous 11/09/08(Sun)06:37 No.2965560
    >> Anonymous 11/09/08(Sun)06:38 No.2965566
    I did this and had a pretty good bone/leather craft economy (I would trade fish bone crafts for leather, then make that leather into crafts (decorated with bones) and trade it for even more leather, and repeat this until I had a giant valuable pile of crafts which I would trade for food and stuff) but sadly only kobold caravans ever visited me for some reason so I never got anything really good (except for meats)
    >> Anonymous 11/09/08(Sun)06:38 No.2965567
    I humbly request that you rapidshit your save
    >> Anonymous 11/09/08(Sun)06:39 No.2965571
    Someone on the official forums tried something similar a while ago. Was amusing to read about. Linky here.
    also, what the fuck is up with 4chan today? already got random "thread does not exist" errors four times while trying to post this
    >> Kobold Camper 11/09/08(Sun)06:39 No.2965572
         File :1226230755.gif-(164 KB, 1280x1024, phpF5.gif)
    164 KB
    Also, my custom-made chopper and shovel were giving me weird errors. They'd work fine when in use, but as soon as digging was done or trees were cleared, they'd drop them, then try to pick them up, walk over them, NOT pick them up, take two steps away, and then walk back and repeat the process, endlessly walking to pick them up, then walking away and realizing they hadn't actually taken them.

    So I've given them just regular picks and axes, but they're copper anyhow, and still won't be used on stone.

    Also: this is the strangest-looking place I've ever embarked.
    >> Anonymous 11/09/08(Sun)06:41 No.2965579
    >> Anonymous 11/09/08(Sun)06:42 No.2965583
    my kobold spearman hunters did this too

    eventually i just said fuck all weapons
    >> Kobold Camper 11/09/08(Sun)06:44 No.2965585
    It's like some kind of delta, but... there's like three of them on my map, all facing each other.
    >> Anonymous 11/09/08(Sun)06:59 No.2965587
    Brook, meet chasm. Chasm, brook.
    >> Kobold Camper 11/09/08(Sun)06:59 No.2965588
    AHA! I've got why weapons keep fucking up: All weapons have a MINIMUM_SIZE token which indicates how big a creature has to be to properly use them.

    Kobolds are size 5, battle axes and picks are also size 5. Meaning Kobolds are just big enough to use them, but they have to use both hands -- which means no hauling, which means they get stuck in cycles, since two-handed weapons aren't ever meant to be wielded in non-combat situations where other tasks (like hauling) must be done.

    Make new versions of the two function-weapons with a smaller size and Kobolds will use them properly. Try these:



    then add these to your entity_default.txt under Kobold:

    >> Anonymous 11/09/08(Sun)07:05 No.2965596
    I'm playing goblin fortess.....little shits are picker than dwarves. Really nuts behavior behind water sources. They think river = ultimate fresh but chanel from river to safe pond = contaminated water. So retarded.
    >> Anonymous 11/09/08(Sun)07:06 No.2965603
    At least Goblins can build wells.
    >> Anonymous 11/09/08(Sun)07:09 No.2965609
    True, but I diddn't embark with rope, no metal so far for chains...but yeah, it's just a matter of preparation I suppose.
    >> Anonymous 11/09/08(Sun)07:11 No.2965610
    are you getting kobold caravans, regular caravans, both, or neither?
    >> Anonymous 11/09/08(Sun)07:18 No.2965620
    So far only goblin caravans, but the race situation in my game is pretty dicey. There are some random modded in races etc. Also tweaked everyone to make them more inclined to go to war.
    >> Kobold Camper 11/09/08(Sun)07:19 No.2965621
         File :1226233163.gif-(47 KB, 645x645, phpH9.gif)
    47 KB
    My new site is going fantastically. No carp, shitloads of trees to make wooden huts from, and lots of room to move around. There's some wild animals here and there and a lot of space for expansion, and the brook runs long with a lot of curves to make for an interesting waterside city.
    Kobolds make such fucking awesome tribal settlers.

    I'd assume he's only getting Goblin caravans.
    >> Anonymous 11/09/08(Sun)07:24 No.2965630
    oh oops meant to ask you what sort of caravans you are getting
    >> Anonymous 11/09/08(Sun)07:30 No.2965641
    How did you get beds outside?
    >> Kobold Camper 11/09/08(Sun)07:35 No.2965647
    None yet, I only recently re-embarked, but I added TRADER as a job kobolds can do so hopefully one will come in soon.

    >> Anonymous 11/09/08(Sun)07:43 No.2965663
    Not certain, but it might have something to do with distance of the item from the workshop. You could try storing things you want encrusted closer, or locking the entrustee in a room with the workshop and the other stuff.
    >> Kobold Camper 11/09/08(Sun)07:45 No.2965671
    Yeah, that's basically what I do as it stands.

    ALSO: Leather is as strong as bone, so since leather is harder to come by without trading I've decked my hunter/guardsman out with full bone armor: Bone plate, bone gauntlets, bone greaves, bone helmet, bone boots.
    >> Anonymous 11/09/08(Sun)07:51 No.2965682
    Forbid all bone when making barrels and bins.
    Than unforbid when making goods.
    >> Kobold Camper 11/09/08(Sun)07:53 No.2965686
         File :1226235202.gif-(34 KB, 487x487, php4q.gif)
    34 KB
    No no no. It doesn't make barrels OUT of bone, it's that when I'm decorating things with bone, he chooses barrels to decorate instead of trade goods.

    Also, making some good progress, got the town hall or elder's hut or whatever you want to call it up, right now it's serving as a barracks.
    >> Anonymous 11/09/08(Sun)07:54 No.2965688
    Need drawfaggotry of this
    >> Anonymous 11/09/08(Sun)07:54 No.2965690
    Okay, trying to mod kobold fortress... How do I add the fisherman, craftskobold, and trader jobs?
    >> Kobold Camper 11/09/08(Sun)08:03 No.2965708
         File :1226235831.gif-(13 KB, 656x244, phpdP.gif)
    13 KB
    Behold: The kind of soldier every kobold wishes he could be.

    Go into entity_default.txt, erase any line under kobold that starts with "[PERMITTED_JOB:", and just paste this in where they once were:


    Also a good idea if you add the chopper and shovel from earlier in the thread, too.
    >> Anonymous 11/09/08(Sun)08:09 No.2965718
    You are a saint, sir.
    >> Anonymous 11/09/08(Sun)08:20 No.2965742
    You've inspired me to make my own kobold camp. I've given my kobolds weaving and clothesmaking, but it's occurred to me that without farming and plant processing they won't have any thread.
    Oh well.
    I've also changed the shovel's damage type to bludgeon. This will make kobold miners pretty shitty in combat, but you can hardly pierce someone with a shovel.
    >> Kobold Camper 11/09/08(Sun)08:31 No.2965757
         File :1226237490.gif-(37 KB, 498x498, phpRu.gif)
    37 KB
    More good news, things are going great, and as you can see in the lower left the fisherman is bringing in more fish than I can even store. We're brimming with seafood and there's no slowing down on construction or woodcutting.

    I've put up two small huts south of the river, they'll be individual homes, and you can see another one being constructed on the north side, just east of the elder's hall.

    Later, once we get a bigger population, I'll build row-houses and restinghouses, long tents and huts with small walls dividing the sleeping rooms, to save a some work for each shared wall, and to conserve space. But right now everyone gets their own hut. There's plenty of river, so this will last a while.

    >> Anonymous 11/09/08(Sun)08:39 No.2965772
    What's the workshop in the top centre? The one with what looks like two boxes with green circles in them.

    I'm not used to the new tileset yet.
    >> Kobold Camper 11/09/08(Sun)08:41 No.2965777
    And what primitive society would be complete without a ritual or two?
    After all, DF/GF/KC is the kind of game that you need to help write your own stories into for maximum enjoyment.

    So I've created something called "The Proving Well".
    Kobolds are sealed in a tiny structure, like a vertical wooden cylinder, which is slowly filled with water from above. It starts out shallow, and for a while, they are kept at waist-height.
    Over time, the tube-shaped room will be filled to the brim. Any Kobold who swims out has proved himself or herself.
    Any Kobold who drowns was weak.

    (This has the added in-game bonus of rapidly training the swimming skill, meaning less drowning accidents, and on top of that, free skill training which means improvements of basic attributes. My guarddog/hunter proved himself and went from just TOUGH to VERY TOUGH as well as AGILE. Now he finally chases those deer down faster than they can run!)
    >> Anonymous 11/09/08(Sun)08:49 No.2965799
    How on earth do you do this without mechanisms?
    >> Kobold Camper 11/09/08(Sun)08:56 No.2965824
    That's a tanner's workshop, for tanning my deer hides.

    Well, I think that's it for tonight. I'm going to pack it in and continue the adventures of KOBOLD CAMP tomorrow.

    >How on earth do you do this without mechanisms?
    Designate the hole at the top of the proving well as a pond and have some wooden buckets. The prover's own kin and fellow villagers will fill the well up by hand.
    >> Anonymous 11/09/08(Sun)08:56 No.2965826
    It could be possible to do it with a series of manually operated pumps and holding chambers. The benefit would be that your kobolds would gain experience from pump operating too. The downside would be the huge amount of micromanagement involved.
    >> Anonymous 11/09/08(Sun)08:58 No.2965832
    Help! I want to make a kobold camp but I can't play as kobolds for some reason.
    I've put the [CIV_CONTROLLABLE] tag in entity_default, changed the professions, etc. I've made several new worlds, but each time, it's only been dwarves that are playable. I tried removing [CIV_CONTROLLABLE] from the dwarves, but it was still the same. What am i doing wrong?
    >> Anonymous 11/09/08(Sun)08:58 No.2965834
    Kobolds can't operate pumps.
    >> Anonymous 11/09/08(Sun)08:58 No.2965836
    I assume he gets a guy to go into the pit manually ie with constructed stairs, removes the stairs, assigns the pit as a pond. Haulers will fill it with buckets.....profit?
    Pretty micro without mechanisms, but its funny all the same.
    >> Anonymous 11/09/08(Sun)09:00 No.2965843
    God damn it, Kobolds.
    >> Anonymous 11/09/08(Sun)09:02 No.2965849
    You don't need to remove the stairs, just have the victim wall himself in.
    >> Anonymous 11/09/08(Sun)09:07 No.2965854
    When playing Dwarf Fortress there's a simple rule you need to remember:

    If you've fucked with the raws, generate a new world.
    >> KOBOLD CAMP FILES Kobold Camp 11/09/08(Sun)09:08 No.2965857
         File :1226239699.gif-(6 KB, 448x498, phpo7.gif)
    6 KB

    For anyone who wants to play Kobold Camp, just download this RAR, extract it into your DF/raw/objects folder, and replace all the files that it asks you to.
    Changes herein:
    1) Makes Kobolds playable in DF mode
    2) Gives Kobolds the new jobs necessary to make a decent fortress, as listed earlier in the thread
    3) Adds the Chopper and Shovel items
    4) Makes all common vermin tameable, meaning your kobolds can take all kinds of bizarre, wild pets if they care to.
    5) Removes aquifers. I know this is kind of moot since Kobolds don't even have masonry so there's no need to dig that deep, but hey, aquifers suck anyway.


    That's it for me I think, until tomorrow.
    >> Kobold Camper 11/09/08(Sun)09:21 No.2965874
    One more thing: This also lets Kobolds make full armor out of bone, thus the inclusion of the files item_armor and item_shoes.
    >> Anonymous 11/09/08(Sun)09:22 No.2965879
    >I've made several new worlds
    Read, please.
    >> Anonymous 11/09/08(Sun)09:29 No.2965888
    >> Kobold Camper 11/09/08(Sun)09:41 No.2965895
         File :1226241669.gif-(29 KB, 871x344, phpyf.gif)
    29 KB

    When the merchants leave the map, because they're Kobolds, the game assumes they're thieves and lists everything they had with them that you didn't buy as "stolen".

    I had a near heart-attack, so many messages popped up I thought I'd lost my entire holdings.
    >> Anonymous 11/09/08(Sun)09:45 No.2965906
    My kobolds refuse to drink.

    >> Kobold Camper 11/09/08(Sun)10:06 No.2965958
         File :1226243174.gif-(56 KB, 631x631, phpqs.gif)
    56 KB
    Seriously going to bed this time. I'll leave you all with one last look at the camp as it stands.

    Notice the ground is becoming darker and darker as they work, the charred black scorch mark spreading slowly.
    >> Anonymous 11/09/08(Sun)10:16 No.2966004
    >> Anonymous 11/09/08(Sun)10:36 No.2966036
    Can kobolds build floors? If so, put some floors in those huts.

    Also, did you remember to build roofs?
    >> Anonymous 11/09/08(Sun)12:39 No.2966417
    Don't know shit about modding, but wouldn't it be good to make them reproduce and grow up faster, since they die easier than dorfs?
    >> Anonymous 11/09/08(Sun)13:18 No.2966573
    That actually is a pretty great idea.

    Change [CHILD:12][BABY:1] to [CHILD:2][BABY:1] - they'll become children in a year, and adults in one more year.
    >> Anonymous 11/09/08(Sun)15:22 No.2967286
    I think it would help if they could make weapons out of bones or wood so they don't have to wait for a caravan to get weapons (they can't forge, can they?)
    >> Kobold Camper 11/09/08(Sun)18:20 No.2968193
    Yes, they have roofs (otherwise they wouldn't be able to place beds there). Why do they need floors? That's just four more logs per tiny house. They're Kobolds, they don't need floors.

    >I think it would help if they could make weapons out of bones or wood so they don't have to wait for a caravan to get weapons (they can't forge, can they?)
    There's no real way to do this with the raws currently, to make bone weapons I mean.
    >> Kobold Camper 11/09/08(Sun)19:54 No.2968706
         File :1226278462.gif-(65 KB, 682x682, phpyv.gif)
    65 KB
    Everything's going well. With all the forests we've been clearcutting for building material my sole woodcutter is now legendary. I've also finally got my bookkeeper's hut set up, rather ritzy for the rest of the village.
    I'm also finally moving my workshops into huts rather than just stuck in the soil outside.
    My guarddog is now an expert swimmer which I think is the most skilled I've ever had anyone become in terms of swimming.

    Lastly, one more hitch about running a kobold civ:
    When merchants leave, their kobold status makes each traded good appear as "stolen". The downside to this? Your "exported wealth" is stuck at 0, forever. Which means nearly no migrants. First season, no migrants. Just recently got my first wave, and there were only two, who were immediately swept up into odd jobs, one specializing in animal trapping/care/dissection, the other one focusing more on brewing and plant collection.

    Luckily I enjoy a challenge.
    >> Anonymous 11/09/08(Sun)20:15 No.2968790
    Holy shit what does all this stuff in the raws mean? [PERSONALITY:IMMODERATION:0:55:100]?
    >> Anonymous 11/09/08(Sun)20:18 No.2968810


    Enjoy your blown mind
    >> Anonymous 11/09/08(Sun)20:36 No.2968886

    Amazing. Seems like Kobolds can gain happiness from eating bones but can die from choking on them
    >> Anonymous 11/09/08(Sun)20:42 No.2968908
    Personally, I don't think Kobolds should get Kobold caravans, only goblins. Too primitive to make their own.

    On the other hand, this thread is made of fuckwin, so I suppose I can forgive you.
    >> Anonymous 11/09/08(Sun)20:48 No.2968944

    This defines how depraved the creature is. This means it's just barely above average.

    When a sentient being "likes" this creature, it will be for this reason. Can be edited to anything you want without it affecting gameplay at all. You could change it to "well-endowed members" if you like.

    How well it resists the cold. This is average.
    >> Anonymous 11/09/08(Sun)21:11 No.2969076
    Kobolds are the negroids of the Dwarf Fortress world?
    >> Anonymous 11/09/08(Sun)21:19 No.2969127
    Speaking of which, can Kolbolds raise chickens, ducks, or geese?
    >> Anonymous 11/09/08(Sun)21:20 No.2969133
    Goblin caravans would also be very helpful for the Kobolds, who can't make their own weapons since they can't mine.

    So how can you add goblin caravans and remove kobold ones?
    >> Anonymous 11/09/08(Sun)21:23 No.2969154
    Kobolds shouldn't be able to raise livestock. I think they should just rely on hunting and gathering.
    >> Anonymous 11/09/08(Sun)21:30 No.2969190
    they should be able to raise something, i mean, they arent COMPLETELY retarded...
    >> Anonymous 11/09/08(Sun)21:32 No.2969201
    Within ten minutes, my hunters were killed by unicorns and my fisherman had been eaten by a pike.
    I'm gonna start in a more serene locale next time.
    >> Kobold Camper 11/09/08(Sun)21:32 No.2969209
    If there were no caravans it would be even harder to get migrants and outright impossible to get weapons.
    Also, goblins don't actually get along with Kobolds very well.

    I have animal training/care, but it's primarily for defensive animals. My expert-swimmer-hunter, clad in bone and copper armor, keeps us well stocked on leather and meat while my fisherman brings in so much fish I can't even keep up with him. Of course, we only have 9 citizens at the moment.

    I usually play with minimalistic fortress sizes, I can't believe I'd ever be so desperate for migrants.
    >> Anonymous 11/09/08(Sun)21:36 No.2969225
    Rivers are one of the most dangerous things even armored Dwarves can settle on. For Kobolds, it's a fucking death sentence.
    Settle at a calm brook. At least Kobolds have a chance when fighting land animals. With things that swim, they're as good as fucked.
    >> Anonymous 11/09/08(Sun)21:37 No.2969232

    Dude you need to start working on a bridge across the river, or is it shallow enough to wade across?
    >> Anonymous 11/09/08(Sun)21:39 No.2969253
    It's just a brook, it can be easily waded across.
    >> Anonymous 11/09/08(Sun)21:42 No.2969269
    You can wade across brooks.
    >> Anonymous 11/09/08(Sun)21:46 No.2969296
    So with the shovels, is there any way to make them (or the kobolds themselves) just very inefficient for mining?

    Because kobolds should still be able to dig through rock to get copper, they should just be very bad at it.
    >> Anonymous 11/09/08(Sun)21:54 No.2969346
    That implies smelting, refining, and smithing. The whole point of Kobolds is their primitivism, if you're going to be digging around for ore and setting up smelters why bother playing Kobolds in the first place? Just trade for them anyway.
    >> Anonymous 11/09/08(Sun)22:11 No.2969439
    Okay, it says I need someone who knows fishing, but my fishing kobold is always bringing in raw salmon and perch. How do I get a fishery built?
    >> Anonymous 11/09/08(Sun)22:16 No.2969464
    Fish dissection, I believe.
    >> Anonymous 11/09/08(Sun)22:19 No.2969479

    Fish Cleaning.
    >> Anonymous 11/09/08(Sun)22:33 No.2969562
    I got discouraged after a year of no migrants then saw >>2965200 and am now setting out again with a new sense of purpose.
    >> Anonymous 11/09/08(Sun)22:43 No.2969612
    It would be awesome if you could mod it more to allow you to depend more on reproduction than migration. The fast maturation was a good start, not sure what you'd do from there...
    >> Anonymous 11/09/08(Sun)22:49 No.2969640

    I'm not sure how one could get them to reproduce more often, but you could mod how many children they have each go

    in /raw/objects/creature_standard.txt remove the [MULTIPLE_LITTER_RARE_] tag and add [LITTERSIZE:2:3]
    This means each time they give birth, it will be to two or three children. Change the number of children as you wish.
    >> Anonymous 11/10/08(Mon)00:09 No.2970046
    Anyone still playing a Kobold camp? I'm considering starting one up but I don't know if I'm really up for it. Dwarf Fortress is confusing enough as it is, and handling all the extra difficulties of Kobolds might be too much for me.
    >> Anonymous 11/10/08(Mon)00:23 No.2970130
    In a way it's much simpler, since you don't need to worry about the complex portions of fortress-building, smithing, and politics and economy in general. But yeah, you should be able to easily make a self-sufficient fortress before you try a Kobold Camp.
    >> Anonymous 11/10/08(Mon)00:24 No.2970139
    The whole point of Kobold Camp is that it's WAY simpler than Dwarf Fortress, with many fewer things to worry about. No mining, no smelting, no forging, no weaving, no glassmaking, no soap/potash/extractions, less of everything.

    It's very simple, all you really have to learn early on are constructions, everything else is like DF-Lite. In fact, it's almost a good way to get started on the whole thing, and later move up in complexity.
    >> Anonymous 11/10/08(Mon)00:34 No.2970176
    Well, its tricky for other reasons though. Dorfs have damblock, Kobolds don't.

    Then again, it might instill a healthy fear of the local wildlife. So maybe its not all that bad.

    Also, I just started a Camp. Its pretty late here, so I won't be doing much now , but I'll post pictures if anything interesting happens.
    >> Anonymous 11/10/08(Mon)00:37 No.2970188
    Keep us posted, I want to hear how it goes.
    >> Anonymous 11/10/08(Mon)00:50 No.2970246
         File :1226296213.jpg-(222 KB, 1280x672, kobold camp.jpg)
    222 KB
    Well, I embarked on the banks of this mellow little brook at the border of a mountain and some scrubby grasslands. There's not real hills or anything, the ground just goes from grass to stone. There's no dangerous fauna, yet, but I've found that the kobold I assigned to hunting can just barely keep pace with groundhogs. I might assign him some menial job to get his stats up before sending him out again. Other than that, things are looking good.

    I went with a build that's pretty similar to >>2965149 , notable differences are that my woodcutter is also an herbalist, since I wanted to have as diverse a food supply as I could since I can't rely on farming, and that I accidentally gave my soldier/hunter kobold swordsman skill instead of ax. So I guess he'll just make do with that and a choppa.
    >> Anonymous 11/10/08(Mon)01:00 No.2970292
         File :1226296823.jpg-(105 KB, 1280x672, well envy.jpg)
    105 KB
    Foreseeable problem in the future, madness due to well envy. Kobolds seem to yearn for wells, even though they can't build the mechanisms to make them.

    They have no gears, but they must drink.
    >> Anonymous 11/10/08(Mon)01:10 No.2970342
    I wonder if you can trade for mechanisms.

    Is there any way to control what items come from caravans?
    >> Anonymous 11/10/08(Mon)01:23 No.2970429
         File :1226298224.jpg-(231 KB, 1280x672, Progress.jpg)
    231 KB
    They react to what you buy, and you can request things from liaisons. I'm not sure what sort of traders I'm going to be getting though.

    Well, my kobolds are starting to fall asleep in the middle of the camp, but I've gotten the main food stores and production area walled off. Up next is a hut for my leader, and then some housing on the other side of the brook.

    I'm pretty much drowning in fish, and the most dangerous critters that've showed up are mountain goats. My hunter has been chasing one around all corners of the map, he got pretty close once but I doubt he'll catch it before he wanders back to camp and falls asleep.
    >> Anonymous 11/10/08(Mon)01:34 No.2970497
    Fuck...I just started and a fucking longnose gar tore the arms, leg and head off my main cook and fisherbold. Is there any way to kill fish 'sides draining and obsidian farm?
    >> Anonymous 11/10/08(Mon)01:36 No.2970521
    Don't embark on a river. Seriously. It's a death sentence.

    Try a brook instead.
    >> Anonymous 11/10/08(Mon)01:52 No.2970611
         File :1226299975.png-(178 KB, 1280x672, Summer.png)
    178 KB
    Well, summer is here and I'm done for the night. The chiefs house is up, complete with a roof and everything so that he can have a decent bed. The room out front is for other kobolds to come by and tell him how awesome he is, etc.

    Trade depot is also up, not that I have anything to trade.

    Status screen incoming.
    >> Kobold Camper 11/10/08(Mon)01:54 No.2970616
    Original Kobold Camper here:

    Just got my second wave of migrants. Only 5, but since I've only got 9 up until now this is over a 150% increase in population. More hands more hauling, more busywork, more soldiers, more people to eat up all those fish.
    >> Anonymous 11/10/08(Mon)01:56 No.2970636
         File :1226300195.png-(101 KB, 1280x672, Summer status.png)
    101 KB
    Not much wealth to speak of, but things are coming along nicely. The kobolds are content to drink water, and I've got enough food to last for a while. Once my cook gets trained up a bit it'll probably be my primary export since I don't have stone to churn out crafts with.

    Night /tg/, see you tomorrow with some more progress.
    >> Anonymous 11/10/08(Mon)01:58 No.2970646
    I've seen one or two threads for Goblin Fortress.

    Where can one get it?
    >> Anonymous 11/10/08(Mon)02:04 No.2970671
    Lol, Axemans, Swordmans, Spearmans, etc.
    >> Anonymous 11/10/08(Mon)02:07 No.2970687
    When I saw the thumbnail I thought the kobold was licking his copper knife.
    >> Anonymous 11/10/08(Mon)02:09 No.2970690
    Not wanting to read through an entire thread I must ask - have you upped the birth rate so that multiple children per pregnancy is standard?
    >> Anonymous 11/10/08(Mon)02:10 No.2970699
    I've uploaded my Goblin Fort raws here: http://www.megaupload.com/?d=YC4KXSOR

    It has:
    - Playable goblins
    - New job names
    - Goblin trances and fey moods
    - Lots of pets for goblins available at embark

    This is assuming you haven't changed other things in your raws.
    >> Anonymous 11/10/08(Mon)02:11 No.2970710
    It's not in the previous megaupload link. You'll need to edit that in yourself.
    >> Kobold Camper 11/10/08(Mon)02:13 No.2970722

    20 Elves with bows just ambushed me, like a huge siege that appears RIGHT IN THE CENTER OF THE MAP ON TOP OF MY TOWN.

    Needless to say I was fucking slaughtered. Managed to kill about 10 of them and drove them off, while they killed 8 of mine and left the rest pretty much hopelessly crippled.
    Weak armor, weak weapons, weak warriors, and only 2 kobolds actually trained as soldiers.

    I'm calling do-overs. As awesome as it was to charge them in a hail of arrows I think next time I'll try to be a bit more prepared. More soldiers, maybe an outer defense, and hopefully some bow training.
    >> Anonymous 11/10/08(Mon)02:14 No.2970731
    Combat in this game would be awesome if bow-users weren't the most overpowered thing in existence.
    >> Anonymous 11/10/08(Mon)02:15 No.2970734
    Make a video of the next time Elves decide to Zerg-rush you.
    >> Anonymous 11/10/08(Mon)02:16 No.2970739

    If you want names and births, and slight weather resistance (1/5 of dwarven resistance), add the following tags after the [ATTACK:BLAH] line:

    >> Anonymous 11/10/08(Mon)02:17 No.2970745

    Alter the litter size as you like.
    >> Kobold Camper 11/10/08(Mon)02:20 No.2970755
    I'm turning off sieges, but only for the time being. I've only got 14 residents, only 2 have any combat training, and one of them is resting wounds.

    I'll turn it back on in about a year -- that should be enough time. Meanwhile I've got all the buildings and food I need. Cardinal rule is "only what's needed", so it's time to let the village swarm some combat skills together.
    Time to crank out bone/leather armor and train some warriors.
    >> Anonymous 11/10/08(Mon)02:22 No.2970762
    Being worked on for the next update (sometime in Spring 2009):

    11/08/2008: 1103. Positions and relations for body parts within their parent body part to give wounds a chance to seem more reasonable instead of being sort of loopity loopy paths around the parent part made by a supposedly straight object, and some other morph bookkeeping.
    >> Anonymous 11/10/08(Mon)02:27 No.2970784
    Does this one allow them to mine?

    And, if not, how would one go about altering the raws to allow it?
    >> Anonymous 11/10/08(Mon)02:27 No.2970787
         File :1226302042.jpg-(45 KB, 610x412, dat ass.jpg)
    45 KB
    How come no one has pointed out that kobolds ought to have mechanics? Isn't traps supposed to be their schtick?
    >> Anonymous 11/10/08(Mon)02:28 No.2970794
    Crap. A wolf broke both my hunter's arms. Good thing the other kobolds managed to drag him back to his bed- I wonder how long two yellow injuries will take to heal.
    >> Anonymous 11/10/08(Mon)02:28 No.2970795
    Also this.
    >> Anonymous 11/10/08(Mon)02:30 No.2970798
    Hey guys, I'm thinking of making a water-chilled meat-pit for my kobolds- to keep things fresh. Sound good, or would kobolds not go to the trouble?
    >> Anonymous 11/10/08(Mon)02:30 No.2970800
    Forever. Seriously. Yellow wounds suck.
    >> Anonymous 11/10/08(Mon)02:31 No.2970803
    Goblins can already mine.

    Kobolds are good at DODGING traps. Doesn't mean they can make them.

    Could be a long time. The higher his toughness, the faster, but if you free the room so it's just a bed not in a room, he'll actually heal faster because it'll be treated as a hospital bed.
    >> Anonymous 11/10/08(Mon)02:31 No.2970806
    Goblins can mine in that one, yes, but I don't recall doing anything to allow that. I'm pretty sure goblins can mine anyway.
    >> Anonymous 11/10/08(Mon)02:31 No.2970807
    In Dwarf Fortress, Kobolds live in caves. You should embark on a site with a cave, clear it out, claim it and stock it full of nasty surprises. THEN lets see those elves get inside.
    >> Anonymous 11/10/08(Mon)02:32 No.2970812
    My kobolds couldn't find a cave- they got scared, and just built a camp where they were.
    >> Anonymous 11/10/08(Mon)02:36 No.2970834
    Seriously, should my meat-pit be water chilled or not? I wanna get it built.
    >> Anonymous 11/10/08(Mon)02:36 No.2970838

    If you have enough time and resources to even be considering this course of action, you're probably doing it wrong.
    >> Anonymous 11/10/08(Mon)02:38 No.2970844
    Ah, I misread, I simply assumed that that was the kobold one without reading much into it. This thread is, after all, originally about kobolds.

    >Kobolds are good at DODGING traps. Doesn't mean they can make them.

    I'm not sure about dorf fortress kobolds, but...

    > A kobold character has a +2 racial bonus on Craft(trapmaking), Profession(miner) and Search checks.
    >> Anonymous 11/10/08(Mon)02:39 No.2970851
    The problem is that I'm pretty sure DF will never create an uninhabited cave, and kobolds sure as hell can't kill the baddies already living in them.
    >> Anonymous 11/10/08(Mon)02:40 No.2970853
    damnit, I ALWAYS do it wrong!
    >> Anonymous 11/10/08(Mon)02:40 No.2970857

    I'm not suggesting you try and tackled a GCS or anything, but there's got to be a nook somewhere that only has batman
    >> Anonymous 11/10/08(Mon)02:40 No.2970859
    Dwarf Fortress kobolds aren't D&D kobolds, though.
    >> Anonymous 11/10/08(Mon)02:42 No.2970868
    I guess I'm doing it wrong if I build my tribal leader/shaman/doctor a huge hut, huh?
    >> Anonymous 11/10/08(Mon)02:43 No.2970870
         File :1226303019.jpg-(6 KB, 200x200, dorf.jpg)
    6 KB

    /r/ drawfaggotry of DF kobolds invading the batcave.
    >> Anonymous 11/10/08(Mon)02:44 No.2970871
    >> Anonymous 11/10/08(Mon)02:45 No.2970882


    >> Anonymous 11/10/08(Mon)02:52 No.2970908
    Again, I don't know dorf fortress. I know D&D and that's pretty much it when it comes to /tg/-related matters.

    Sorry, but, to me, it makes sense. If I choose to start kobold camping, I'll probably make a copy of the original raws, read through them and tinker around a bit just out of curiosity anyway.
    >> Anonymous 11/10/08(Mon)02:59 No.2970925
    What's really irritating is the utter lack of points. The game starts you off with 200 points to embark with regardless of the default starting equipment. Dwarves have around 1800 points in default equipment, but kobolds only have 110 points in that, so even with absolutely no starting equipment you still can't make everyone proficient. I had to poke the memory and give myself extra points while the game was running just to be able to start with anything useful.
    >> Anonymous 11/10/08(Mon)03:00 No.2970928
    Knows good medicine!
    >> Anonymous 11/10/08(Mon)03:00 No.2970931
         File :1226304049.png-(27 KB, 1157x372, stupidkobolds.png)
    27 KB
    I enjoyed reading this.
    >> Anonymous 11/10/08(Mon)03:02 No.2970939
    fuckfuckfuck guys
    Can someone tell me what I need to put into my init file to make DF run 1024x768 without horribly messing up the display? I'm about to reformat my PC and I retardedly deleted DF so I have no idea what was in the init.
    >> Anonymous 11/10/08(Mon)03:08 No.2970961
    Something about gridsize... I must be retarded because it makes my head hurt.
    >> Anonymous 11/10/08(Mon)03:09 No.2970967
    windowed_resolution or something like that

    You probably also want to adjust [grid:] to match the pixel-tile ratio.
    >> Anonymous 11/10/08(Mon)03:10 No.2970972
    I'm just thick, I'm not entirely sure what exactly I have to do.
    >> Anonymous 11/10/08(Mon)03:11 No.2970977
    Hey guys, why is Goblin Fortress supposed to be better than Dwarf Fortress? Its not a rhetorical question or anything, I just want to know.
    >> Kobold Camper 11/10/08(Mon)03:12 No.2970986
    Dwarves can only use crossbows.
    Kobolds can use bows.
    PROBLEM: There's no hardcoded menu to choose to give soldiers bows. Only crossbows.
    RESULT: Kobolds can buy bows and make arrows (not crossbow bolts), but CANNOT USE THEM.
    SOLUTION: Make bows use the CROSSBOW skill.
    RESULT: Shitloads of wooden arrows flying at the archery range, and several Kobolds preparing to rip the shit out of the next Elf invasion.
    >> Anonymous 11/10/08(Mon)03:14 No.2970989
    Because half of /tg/ apparently has a goblin fetish.
    >> Anonymous 11/10/08(Mon)03:15 No.2970994
    Disregard, I suck cocks.
    >> Anonymous 11/10/08(Mon)03:18 No.2971002
    What do I change to do that?
    >> Anonymous 11/10/08(Mon)03:18 No.2971005


    This only works if you have the mayday graphics set, otherwise it'll mess your screen up.
    >> Anonymous 11/10/08(Mon)03:19 No.2971010
    Topic should be turned to goblin girl thread
    >> Anonymous 11/10/08(Mon)03:21 No.2971015
    Much obliged, fa/tg/uy. Maybe one of these days I'll learn the folly of downloading 3kb .EXE files from limewire.
    >> Anonymous 11/10/08(Mon)03:21 No.2971017
    hey guys, what does a grey brain injury mean?
    >> Anonymous 11/10/08(Mon)03:22 No.2971022
    Honestly, I prefer it. There's a few major differences, like bone-eating, violence-loving, and building above ground. Besides, Goblins have cooler names, personalities, ethics, and aesthetics than Dwarves.

    >half of /tg/ apparently has a goblin fetish
    Well NOW we do.

    Just make a new thread, I'm sure nobody will complain. Besides, there's the new journal entries at Joinspider's, so...
    >> Anonymous 11/10/08(Mon)03:22 No.2971028
    Enjoy your drooling vegetable.
    >> Anonymous 11/10/08(Mon)03:25 No.2971042
    well, FUCK. I guess I'm gonna give this guy until his arms heal, and if he don't get up, I drown him.
    >> Anonymous 11/10/08(Mon)03:26 No.2971043
    Actually, fuck that. No. He's our blind seer now. I'm gonna build a shrine around his sickbed.
    >> Anonymous 11/10/08(Mon)03:27 No.2971047
    NOW you're thinking like a Kobold!
    >> Anonymous 11/10/08(Mon)03:27 No.2971049
    Don't waste your kobold's time healing him. Get on with the drowning.

    Seconding this question. What needs to be changed to make Bows use the Crossbow skill?
    >> Anonymous 11/10/08(Mon)03:28 No.2971053

    Ignore me, your idea here >>2971043 is awesome.
    >> Anonymous 11/10/08(Mon)03:30 No.2971059
    If I partially fill the shrine with water, will it drown a guy on a bed? Depth 2 or 3, I think.
    >> Anonymous 11/10/08(Mon)03:32 No.2971069
    Won't he spend the rest of his miserable life vomiting and fainting?
    >> Anonymous 11/10/08(Mon)03:34 No.2971079
    Thats a very good question. Are beds raised? Does the game make them count as "lower" when lying down? I have no idea.
    >> Anonymous 11/10/08(Mon)03:34 No.2971081
    no, he's been good, vomit-wise.
    >> Anonymous 11/10/08(Mon)03:34 No.2971082
    TO CHANGE IT SO KOBOLDS CAN USE BOWS (AFTER you've already embarked or made a world):

    In your raws, open item_weapon.txt
    Look for the entry under "BOW" (NOT "Crossbow")

    You will see THIS line:

    Replace it with THIS line:

    Then, change THIS line:

    to THIS:

    Ta-da! You can now use bows and arrows, it'll just use the crowssbowman skill instead of bowman skill, which will probably both be at 0 anyway!

    If you haven't embarked yet or have OCD, you can instead make a new weapon entirely.

    1.Add this to your item_weapon.txt:


    2. In your entity_default.txt, under kobolds, change THIS line:
    to THIS:

    3. You're done! Kobolds have their own bows which will work fine for your civ, while other civs still use normal bows/crossbows, so elves won't show up with crossbow-bows.

    >> Anonymous 11/10/08(Mon)03:35 No.2971090
    No. Grey just means bruised. It's not really a big deal unless it's a soldier with the injury. A soldier with a damage to the brain or spine won't spar anymore and those types of injuries don't heal.
    >> Anonymous 11/10/08(Mon)03:36 No.2971091
    Huh. His wound moved from his UPPER arm... to his LOWER arm.
    >> Anonymous 11/10/08(Mon)03:37 No.2971097
    Just remember if you do the more "complete" method and add a whole new weapon, make ABSOLUTELY SURE that you generate a new world AFTER doing so.
    >> Anonymous 11/10/08(Mon)04:04 No.2971234
    i agree with this anon. i used fluff from DnD kobolds to edit raws (excluding Pun-Pun). my kobolds are masters of traps and mechanisms, very small and weak and have trainable giant rats and insect vermins for pets instead of common domestics. also masonry for doors and hidden passageways and only weapons are bows, crossbows, daggers and pikes.
    >> Anonymous 11/10/08(Mon)04:05 No.2971236
    I tried to draw a DF Kobold. It just reminds me why I don't draw things.
    >> Kobold Camper 11/10/08(Mon)04:22 No.2971332
    7 new migrants this season. I'm now making a lot of leather armor to make up for the relative scarcity of bone. I'm switching out the record keeper position to help grind up attributes for soldiers and hunters.
    The caravans can't bring me enough copper weapons per season to keep up with my soldiers' needs. I've only even seen a single bow.

    So I've got one bowman in training, and about 8 soldiers. I'll train the soldiers until they can get some good weapon skills, then cycle them out into proving wells and bookkeeping jobs to help bring up their base attributes. Should provide me with some fast, powerful kobolds ready to tear shit apart, but with weak armor and faced with bow-users (which it seems almost every siege is primarily made of) that will only go so far.
    Fingers crossed.
    >> Anonymous 11/10/08(Mon)04:25 No.2971363
    You're still awake?
    >> Kobold Camper 11/10/08(Mon)04:28 No.2971378
    On second thought, this is too much micromanagement and that's not really the spirit of Kobold Camp. I'm just going to set aside a bunch of soldiers to do their thing and let them spar day-in, day-out while I make sure everything else in the camp is running well and occasionally provide them some more arrows. I'll cycle out bookkeeping whenever someone maxes out on it, but otherwise I'll leave them to their devices for about a year, keeping them stocked with all the armor and copper weaponry I can afford them.
    >> Anonymous 11/10/08(Mon)04:35 No.2971434
         File :1226309737.png-(239 KB, 1286x825, 005.png)
    239 KB
    I decided to jump in on the bandwagon; I actually managed to get a barracks up before they all got drowsy, but my woodcutter slept outside anyway. And what's up with all these complaints about "nasty water"?

    Should we be turning off sieges for the first couple years to build up defenses, then?

    Also, here's my status as of late spring.
    >> Anonymous 11/10/08(Mon)04:39 No.2971459
    >nasty water

    Now, I've never played DF extnsively. Can creatures pollute bodies of water by.... how to say.... dumping shit into it?
    >> Kobold Camper 11/10/08(Mon)04:43 No.2971472
    Normally I'd just leave them on, but I think Kobold Camp deserves a few years head start on sieges, for a number of reasons over Dwarf Fortress:
    1. No exported wealth = fewer migrants, so you get a much slower, smaller population to fend off sieges.
    2. Rarity of armor/weapons. Metal armor is all but unheard of (insanely expensive and only available from caravans), leaving you with low-quality bone and leather armor (they're equal in base protection, I think, but bone counts as plate). Weapons and metal arrows can ONLY be gotten from caravans, and even at max request, they only bring them in small quantities.
    3. Kobolds are weak as hell compared to even dwarves.
    4. An above-ground fortress, especially one big enough to house all the kobolds you'll want to bring in, is WAY easier to attack than an underground fortress, which usually has only one or two entrances and can be carefully guarded. Above ground, you're out in the open, and tall fortification towers are your best bet.
    5. Low detection skills on kobolds mean sieges will often show up in the middle of town instead of on the map's edge. Shit sucks.
    >> Anonymous 11/10/08(Mon)05:19 No.2971656
    I cant place any beds!

    How do I make roofs to make my huts inside?
    >> Anonymous 11/10/08(Mon)05:22 No.2971665
    make a ramp next to your building so your kobolds can access the top of the walls, then build floors on the second level.
    >> Anonymous 11/10/08(Mon)05:28 No.2971676
    I cant even make ramps? Whats going on?
    >> Anonymous 11/10/08(Mon)05:32 No.2971689
    I cant even make any ramps? Whats going on?
    >> Anonymous 11/10/08(Mon)05:43 No.2971705
    >> Anonymous 11/10/08(Mon)11:08 No.2972458
    Well they should at least be able to make wooden spears (a stick with a pointy end, shouldn't be that hard to make, should it?), so they could zerg-rush the invaders.
    Also (if thats possible) they shouldn't bother too much if one of them dies, since they get raped like hansel and gretel in an elf camp
    >> Anonymous 11/10/08(Mon)11:51 No.2972633

    There was a valley with a river at the bottom near my starting location, so I just emptied the pond over the edge by channelling a row toward it. Eat that, fucking finned bastards.

    Delete Post [File Only]
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]