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User:Trukkle
I wanted to be seiged by Kobolds, so I'm tinkering with their entry in entity_standard.txt, using goblins as reference. Adding [CIV_PLAYABLE] makes them playable, but you can't set their jobs (without foreman.exe) and they can butcher eachother. Making them butcher eachother makes the butcher VERY unhappy. The last one alive, having butchered all his cohorts, will be miserable, will tantrum and will eventually end up babbling and insane. Sorry about that Utes.
Replace the existing entry for Kobolds with the below code. Copy a language file, name it language_KOBOLD.txt and edit it to replace all references to the language you copied it from into references to kobolds. I tell them to pick names with primitive, nature and subordinate names so they're different from Goblins. Not overtly agressive and warmongery, just a bit backward as their copper-age weapons imply.
[ENTITY:SKULKING]
[MOUNTAIN_SETTLEMENTS]
[CREATURE:KOBOLD]
[TRANSLATION:KOBOLD]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BOW]
- [AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_BOAT]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[BABYSNATCHER]
[NUISANCE]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[SELECT_SYMBOL:ALL:PRIMITIVE]
[SELECT_SYMBOL:ALL:NATURE]
[SELECT_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:GOOD]
[MINOR_METAL]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]