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 Dwarf Fortress File Depot » Major Mods » Kobold Kamp .44.01 - .44.09
      
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File Listing: Kobold Kamp .44.01 - .44.09
Last Updated: Mar 29, 2018, 07:54:42 pm
First Created: Nov 23, 2017, 02:17:31 pm
File version: 1.92
For DF version: Multiple
Downloads: 110 (337) Size: 451.3 KB
Views: 1,091 (1,755) Type: ZIP
Rating (0 votes): Unrated
Description
Forum thread: http://www.bay12forums.com/smf/index.php?topic=156989.0

Now with 25% more kefir. Yet another take on Kobold Camp? It would've been easier if I'd copy-pasted from more official attempts at KC.

To install this mod:
1. Create a backup of the Raw folder that DF has. Just in case.
2. Replace the unmodded Raw folder with the folder provided alongside this text file.
2a: Alternatively, if you want to use graphics packs, replace the Objects sub-folder, while leaving the Graphics sub-folder untouched.
3. Generate a new world and boom, happy bolding.

Changes from .43.05: Implemented changes added to raws from last version, gave kobolds access to mechanics. Currently kobolds still have domestic animals, because the new "get some venomous critters" feature is VERY worldgen-dependant, and doesn't include any viable options for pack animals.

Latest changes as of March 29, 2018: Confirmed compatibility with 44.08, allowed kobolds to make pedestals, altered wield requirements for some weapons.

Notable features of the mod:
* A take on Kobold Camp that's in-between their development level in-game, and the surface-restricted version as seen in traditional Kobold Camp. More stone-age, essentially.
* Useful animal products uncommon in other mods, such as use of haircloth or fermented milk drinks.
* Ability to take armor looted from enemies, and convert it into a kobold-sized equivalent.

Important Pointers Before You Start: Not all stones are usable for stone weapons. Double-check the stone screen for a quick rundown and what you can use.

Features:
* Playable kobolds, obviously. They've also been changed back to old-school vivipary instead of laying eggs, as nest-box reproduction is a tad buggy when you try to make citizens use them. Since bones will be a useful source of crafting material, they've been changed from bone-carnivores to normal carnivores. They grow up quickly, and utterances have been supplemented with intelligence to avoid glorious bugs. Also? Kobold-flavored profession names. Also also, FLEEQUICK is an annoying token for citizens to have.

* Basic utility positions have been added. The chieftain is a basic leadership position plus broker, warmasters command the military along with serving as a champion, war leaders are your militia captains, shamans grant health plus bookkeeping, while overseers function as managers. Obviously, they lack any concept of law enforcement.

* Kobolds have an expanded list of weapons, clothing, and armor. Picks and axes have reduced size requirements so they can actually use them, and their lack of footwear has been accounted for. All of their weapons/tools are available in wood, stone, or other materials. They also have access to the usual leather, bone, and shell armor, plus wooden bucklers. There are tweaked versions of normal armors to disallow metal versions, and to make salvaging work smoother (see below). Also added a simple form of lockbow (historically, a crossbow triggered by a simple piece of wood instead of a proper trigger mechanism) for hunters to migrate with. Finally, kobolds have access to wooden spikes and wooden rams (unique in being a blunt trap component) via the carpenter's workshop.

* Ability to make wooden weapons, stone ammo, weapons and ammo using gems, and even bone or shell for certain weapons. This also takes place at the crafter's workshop.

* Kobolds have been given access fishing and (for flavor) gem cutting/setting. Added ability to brew drinks from plants if they are gathered, which is about the only use carnivores have for them. They also can weave otherwise-useless hair thread into usable cloth, and can brew a fermented milk drink. They also have limited access to additional animals in addition to the standard venomous creatures.

* In exchange, the kobolds have lost access to smelting and 90% of metalworking ability. All those shiny rocks are best used for stone crafts, weapons, and arrows. Native copper and native silver can be processed for use in weaponry, and the salvage workshop (see below) lets you make use of metal taken from enemies, but otherwise kobolds have to rely on cruder equipment.

* Several types of stone have been tweaked to work half-decently compared to wood, and native metals like copper can be used to get better results. Some small workarounds allow for stone ammunition to stockpile correctly. This appears to have no effect on worldgen, and would only cause notable fortress-mode bugs if kobolds could still smelt (i.e. smelting stone furniture).

* Kobolds have a new workshop called the salvage workshop, which is used for turning several types of armor into versions kobolds can actually wear. This allows you to benefit from loot taken from invaders, and is your only source of metal armor. Salvaging armor similar to what kobolds use natively works 100% of the time, but salvaging entirely foreign armor has a 20% chance of failure.

* Ability to dismantle any unusable cloth or leather goods for raw materials. All foreign armor and clothing made of said materials can be selected for dismantling. In addition, you can dismantle metal weapons and (foreign) metal armor and make weapons out of the bars. Dismantling has a chance of failure.

* Item thief logic has been inverted, even after the caravan bug was fixed. Use of "scouts" for normal civilizations, along with adjustments to progress triggers, give kobolds a bit more breathing room. You're gonna need it, because...

* ALL of the other 4 civilizations will be hostile to you, be prepared to take on the world with little outside help. Your only metalworking is largely dependent upon looting better-equipped enemies, and don't forget that kobolds are the smallest of the 5 main civilizations as well.

* No access to plants (without gathering) plus inability to eat plants mean you have to carefully consider where to settle. Without crops you need fish, game, or livestock. Without plant fiber you need leather, yarn, or silk.

Known bugs and issues:

1. No ability to salvage gauntlets. This is due to the infamous gauntlet bug, interfering with any custom reaction that outputs glove-type items. Any output would be generic "ambidextrous" gauntlets instead of left/right versions, and these generic versions can't be worn.

2. Not all of the modded-in reactions can use the "product details" option that allows producing only a specific item. Currently only wood and bone items allow it. For stone arrows or other added reactions you'll have to control desired material the old-fashioned way, using nearest or linked stockpiles.

3. Minor: Knapped stones will appear on the available materials list for finished goods, furniture, and weapon stockpiles, as well as in military uniform material selection. These materials only show up when crafting stone or gem ammuniton, or for embark/trade native metal goods, due to workarounds needed to allow stone ammo to stockpile, and due to more severe bugs that occur if I used a different workaround.

4. Choosing "play now" will bypass the normal lack of access to metalsmithing due to the hardcoded skill assignment to the starting seven. Who even picks "play now" anyway?
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