Dwarf Fortress Bloodline (take 2)

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Chronos[Ha-G]

Hit z - that brings up a general status menu. In the upper left corner, it lists the date.
 
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Pojodan

Wahad said:
Put me up for sixth place, but beware, I will most likely royally fuck up. Even without a King.

Also, how can you see what day/month it is? I have yet to find out.
No worries :teeth:

Basically the only requirement each player has is to end their turn with at least something for the next person to work with that has a chance of getting through another year, so if you end up with 2 dwarfs left, but there's 100 traps lining the entrance, then just make a good story of it and keep the ball rolling.
 
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Chronos[Ha-G]

Alright - I just finished up my turn. But - SO MUCH CRAP HAS HAPPENED that it's going to take a while to get everything written down.

Lemme just say - it's one helluva mess. But at least I got 1 and a half of my main goals done.
 
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Pojodan

Chronos[Ha-G said:
]Alright - I just finished up my turn. But - SO MUCH CRAP HAS HAPPENED that it's going to take a while to get everything written down.

Lemme just say - it's one helluva mess. But at least I got 1 and a half of my main goals done.

I hope one of those was keeping everyone alive :p
 
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Chronos[Ha-G]

22nd Hematite, 202.

Right. I've consulted with a few of the other Dwarves over our current situation. Turns out I forgot two very important things.

1 - The possessed Dwarf isn't missing stone. Every time I came by to see what he wanted, I assumed he wanted stone even though we have piles upon piles of the stuff. However, my lack of patience as of recent has become evident in this situation - as it turns out, after I would nod and quickly get out of there before he decided to play the drums with my skull, he would continue rattling off what he wanted. He wants cloth - we don't have any. The human merchants with us at the moment, though, surely have some. Which brings up my 2nd mistake:

2 - Stock records are kept, with bins taking priority. Turns out, I've had 4 bins stuffed full of crafts this entire time - including when the Elves swung by earlier. I'm going to be kicking myself in the side for quite some time after that blunder.

In light of these things, I ordered the bins brought up to the trade depot to be traded for cloth to fill both the crazed dwarfs demands and our own lack of cloth.

Unfortunately, not two seconds after I ordered this, the migrant went berserk. Fortunately, I was right outside the door, and managed to flip the lock shut just as he pounded his body against the door. Unfortunately, we didn't think to bring a shrink along, so he's just going to have to rot inside till we figure out what to do with him. If we don't figure out something quick, he might just do that - rot. At least stone doesn't trap smell particularly well.

...Oh, also, now that I think of it, SEE WHY DOORS ARE GOOD!? Sheesh.

27th Hematite, 202.

My project has been sitting for an uncomfortably long time without any progress, even though I ordered the digging roughly a month or two ago. It's come time to investigate why nothing

...You know, I should really expect this sort of stupid, minor, crippling problem by now. I swear - if I devise something that, by all appearances, should be working properly but does not for some strange reason I'm going to at least leave a note on it with the words "Hey! Guess what? This doesn't work!" on it. I've opened up the stupid door so work can begin.

20th Malachite, 202. (Mid-Summer)

Alright. I've decided to start another "project" - the first one, which I will detail shortly (When I've time, and I no longer fear for the secrecy of the project), is designed for the well-being and defenses of this fortress. My new project, however, is guaranteed to leave a lasting impression on the fortress by sheer ingenuity - and uniqueness. It's not nearly as imperative a project as the original, however, so I"ll feel free to leave a preliminary sketch of the work to come:

[strike:2lath3fm]Should anyone amidst us be spying on my writings, it'll be evident by the look of confusion on their face should I pass by them.[/strike:2lath3fm]

22nd Malchite, 202.

Great, just great - The merchants left a few days ago, but we still haven't unloaded everything from the depot. This is due primarily to a lack of storage space that I've been trying to remedy. Unfortunately, we've a bigger issue relating to this:

A pack of roving monkeys has set up shop outside our fortress - one even got by our wardogs stationed out front, and is bouncing back and forth between the stairwell leading to our sleeping area and the dogs out front. The monkeys made off with a sock - which I think may have belonged to one of the goblin thieves we've periodically "dealt" with - and some STEEL ARMOR WE JUST TRADED FOR! GAH! I know we're technically capable of creating our own, but the caravan didn't have a huge selection of goods on it this time around - I figured we might be able to save some work with it. I don't even have a friggin' door installed on my office yet due to setbacks like this!

Unfortunately, a military has not been high on my list of priorities - an admitted fault with my leadership. To try and remedy this - and, also, get rid of the MONKEYS - I assigned the thus-far vacant sheriff position to one of the new migrants, and told him to grab the nearest axe and get to work. He sliced the monkey indoors to ribbons (Literally, I might add - they were just rather thick ribbons), walked outside, induced some form of trance upon himself, and proceeded to eviscerate every remaining primate.

It would seem I chose well in regards to our new Sheriff.



On a related note, I feel it is time to finally remove my original project from my head, and place it upon these pages. We're far enough into it now that a saboteur would have little hope of disrupting the project now. First, a preface:

Everyone's heard of the whispers of the place. It's a legend that has been around for many years now - The Corrupted Fortress, The Conflagrant Tomb, The Trumpeting Hell. Even now, few like to mention it by name, out of fear of the terrible rumors and jinxing its supposed to induce.

"Boat Murdered"

However, what few Dwarves realize is that History 203 is a worthwhile elective. After receiving a B- in it more than 12 years ago, I can safely say that its reputation, while perhaps well deserved due to HOW INCREDIBLY LUDICROUS THEIR SITUATION BECAME, it was no mystical power, no demonic influence, not even an evil presence. It was a group of Dwarves with a terrifyingly effective defensive arrangement that crippled themselves due to inconsistent leadership.

[strike:2lath3fm](Heh - If I ever run across that "Shootnut" jackass from college again, I can rub his face in this. I never knew someone with the same nickname could be such a condescending moron - "HISTORY IS NOT A WORTHWHILE ENDEAVOR!" Pfft, right. I wonder what he went on to do. Ahh well.)[/strike:2lath3fm]

Anyway - to save the ghost story for another time: Boat Murdered pulled off one of the most ingenious defensive mechanisms I've ever heard of - they devised a system of tunnels, all connected to various levers and channels, that would pour magma out into the field in front of their defenses. This would obliterate both the attacking force and the landscape surrounding it, lending credence to the rumors about the place due to the large, charred field barely covering the bones of its past victims.

Well, in essence, I'm replicating this system - but with a few adjustments that are unique from the original setup, to my knowledge. The defense plan has 3 major components:

1 - The Flooder. Devised to be the same as the original Boat Murdered system, it essentially involves channeling magma to a remote controlled door, ready to open when the time is right. Nothing particularly new here.
2 - The Moat. So far as I'm aware, Boat Murdered did not have this arrangement. Essentially, I've created a drawbridge, which will extend over a small moat of magma. There's another channel leading to the moat, able to fill it up whenever it may need it. In contrast to the Flood tunnel, the Moat tunnel is underneath the surface of the ground - this is to prevent magma from spilling out over the top, and potentially leaking into our base. Remember - a magma leak is never a good thing.
3 - The Gate. Directly in front of the opening carved into the mountain, I'm going to lay another drawbridge on the ground. This one, however, won't extend over anything - its sole purpose is to act as a huge gate blocking any potential invaders from making their way into our fortress. Just pull a lever - Boom! Instant wall where our entrance used to be. Nothing's getting through that.

Of course, all this is well and good, but I still need to finalize the remaining holes in the plan - such as how to raise the magma up to ground level. I've already settled on a pumping system, but I've yet to finally design the power delivery system to them. I'll work on that after I get the positioning of the pumps and remaining tunnels down.

Man - if I knew how friggin' fun mechanics would be, I'd have gone to school for that engineering degree instead! Screw this associates in accounting.
 
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Pojodan

Boatmurdered, eh? :eek:

The real chalanage here is that one of the main reasons Boatmurdered worked was due to the 2D version have a RIVER of magma that was limitless, all on the same level as the entrance of the fort. Here we have a magma PIPE, which, while refilling itself constantly, has a finite supply, and the deeper you start your pumping operation, the more magma you have to use.

Trouble will be getting enough pumps and enough power to those pumps to siphon the majority of the contents of the pipe to the surface.

Bravo to you if you manage to get such a system rigged up in a year's time and that the next players figure out how to use it!
 
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Chronos[Ha-G]

22nd Galena, 202. (Late Summer)

The crazed Dwarf finally died off - we never did find a way to fix his condition. This is phenomenally annoying - it leaves me as the only mechanic on the job with any experience. I'll need to appoint another soon to lighten the load and have any chance at getting this done by the end of the year.

On a related note, I've set up a system to help make magma-resistant mechanisms:

I've made a mechanics shop, and within the same room I've created a stockpile that is to be used ONLY FOR BAUXITE STORAGE. I bloody know better, but if any other mechanics want to try and start making mechanisms out of some of the other rock around here, orders are to lock the door behind them and not let them out till they've made some bauxite mechanisms.

16th Limestone, 202. (Early Autumn)

Dwarven merchants have arrived. I've learned from last time - we have plenty of crafts and whatnot to trade to them.

At roughly the same time, another Dwarf became possessed. It was one of our threshers - he ran to our craftdwarfs shop and threw everyone else out. In stark contrast to the previous Dwarf, though, he almost immediately found everything he wanted and set off to work.

1st Sandstone, 202. (Mid-Autumn)

The thresher finished - he made an oaken bracelet. Nice - but I'll have to deal with it later. Still working on both projects, and I don't have time to start looking at jewelry.

11th Timber, 202. (Late Autumn)

Well, a few things of note. The 2nd project proceeds well.

...which reminds me. A thief got to some iron greaves I recently trade for. This was due to an odd situation involving the rebuilding of the bridge I do not wish to recount. Long story short, the end result was that at the time the merchants wanted to leave, they were unable to because the bridge was out. I wasn't sure if they would take offense at not being able to leave immediately, so we quickly dug a hole in the side of the hill for them to leave. Afterwards, I ordered the hole sealed up with a wall - but while the masons took their time at yet another party, the thief got in through the hole, bypassing the dogs.

We also received a wave of migrants - sheesh, finally. Our population is now almost 40 Dwarves - good.

2nd Moonstone, 202. (Early Winter)

Work on the defense project has been progressing, but my side project has been going along as well. It's time for stage 2:









Right. Now that that's done, it's time for stage 3. Which is pretty much a repeat of stage 2.
 
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Chronos[Ha-G]

3rd Moonstone, 202.

I've just been informed of a goblin ambush outside - if it's just an ambush there shouldn't be too many HOLY SHIT THATS A LOT OF GOBLINS

I've seen sieges smaller than this! Wait WE DON'T HAVE A MILITARY SHIT SHIT SHIT

I've drafted every civilian into service to try and combat the threat.

5th Moonstone, 202.

Well, that tears it. The defense system, despite being nearly completed, has been repeatedly delayed due to minor goblin incursions. Were it not for that, it would have been completed long before these bastards set upon us. We lost every dog we had, barring 2 puppies, every civilian I drafted into the military has fallen in the attack, and in the ensuing chaos I attempted to close the blast door as a last-ditch attempt to save us from them and managed to kill off our best miner in the process when he got caught up in the mechanics of the bridge! We're now down 9 people. 2 more are injured, and trying to heal in their beds. One of them - the dwarf who was attempting to create the very last windmill needed for the pumping system - has been repeatedly throwing tantrums. In fact, he managed to work his way up to the moat and destroy the drawbridge that HE HIMSELF created. This is a colossal setback - that bridge took a while to get built. We must have another one built before the system is operational, or we'll be cut off till we fix it.

14th Opal, 202. (Mid-Winter)

Finally. We're ready to start the system. I've ordered the last wall of stone dug out to start filling the channels with the necessary magma.

Annoyingly, another dwarf has been taken by a mood. A jeweler this time around.

We've been so busy with finally finishing the defense system - and my other, final project - that we haven't had time to clean the various body parts strewn about our entrance. God - there's blood and chunks everywhere. I'm barely able to tell what's what anymore.


8th Obsidian, 202. (Late Winter)

Finally. Everything is in place. I've built a control room in the area behind our front door and our main stairwell. I've left notes upon each one describing their function, but should those somehow be destroyed in the periodic chaos surrounding this place, I'll notate their function here as well:

- Upper left controls the Moat Bridge.
- Upper right controls the Flood System.
- Lower left controls the Blast Door.
- Lower right controls the Moat Filler.

Hopefully these won't be abused by any random idiot coming by. If worst should come to worst, at least the blast door should be able to block any magma from entering the rest of our fortress.

20th Obsidian, 202.

I've started filling the moat. Asides from a burning dog corpse down in the pit, everything seems to be going according to plan. I'll soon be testing the flood system.

1st Granite, 203. (Early Spring)

Well, it's finally come to pass. I've gotten the flood system working - even now, magma pours across the plains directly outside our entrance. As my last order, I'm ordering the gate controlling it to be shut. The other project I was working on - which, sadly, will not be completed unless the next ruler likes the idea of an indoor forest as much as I do - has created a large hole on the surface. I ordered a floor to be created over it, but I've been unable to see it completed in my time. Well, at least we now have a below-ground forest, if not necessarily an indoor forest.

I must now leave the office - and, potentially, be placed back in the accounting position. I'd much prefer it if I'd be able to continue the mechanical studies I've since hit upon, however - I think I'm starting to get fairly good at it.
 
Having trouble running your save. Keeps on saying it can't find cat_mouth. You change around anything with the game or are we running pure vannilla dwarf fortress?
 
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Chronos[Ha-G]

...Crap. I'm pretty sure this is a version thing - I'm running what Pojo is running (Link: http://mayday.w.staszic.waw.pl/df.htm). This is the first time I've tried it, however.

I should mention that this version auto-saves at the beginning of every season; The .rar I gave didn't include any of these backups. This link, however, has literally everything in the folder - See if this helps, but I was sure I included everything needed...

http://cid-8e0a41c91ee21217.skydrive.li ... c/save.rar
 
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Pojodan

:eek:
:bush:
:Leyla:

Good lord! It's like a zerg rush in the middle of teching. A miner died? Ouch. He was cross trained in seige operating. Of course, if we can magma nuke every seige that comes then I suppose ballistas are moot.


Hmm, looks like my version comes with the cat_mouth mod that fixes a problem with 40d that causes cats to fail carrying corpses since they don't have any hands.

Just do a search for 'dwarf fortress cat mouth mod' and that should fix it without needing to use the same graphical set if you don't like it.
 
I'll try and find the mod after work. Might take a little doing since I'm using a Mac for my primary computer.

Bearscholar should probably be prepared to take over and give me a bit of time to work on it.
 
Once I get some more practice... I might want to hop into this bloodline game with you guys (or maybe jump into the next one).

Until then... keep the updates coming... this stuff is gold :)
 
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Chronos[Ha-G]

I've talked with Bear Scholar - he may or may not be ready soon here; we'll have to see. In the meantime, I'm curious as to Dub's status as well - wish I had known about the cat thing before we started...
 
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Pojodan

Chronos[Ha-G said:
]I've talked with Bear Scholar - he may or may not be ready soon here; we'll have to see. In the meantime, I'm curious as to Dub's status as well - wish I had known about the cat thing before we started...
I wasn't aware that the May Green version included the cat_mouth fix or that it made save games incompatable with anyone not running the fix. :?

Anyone willing to stop up and take 3rd spot so we can keep this ball rolling? (Unless Dub's already underway, then forget I said anything!)
 
Yeah I'm going to need to use my Sister's computer to run my turn or else use my mom's neither of which is likely to happen before friday.
 
*shrug* I have an afternoon full of free time tomorrow, it shouldn't be that hard to finish it then.
 
Status report on the dwarven fortress of Kinudil, year 203 [to be EDITED before submission]

by Ezum 'Wahad' Mogshumducim

1st of Granite

As per Fortress Succession Law, our previous leader Chronos Morullisid has stepped down from his rule of Oakenthrones. A good thing, too - the fortress needed a capable leader after the goblin ambush which murdered all of our war dogs plus some unfortunate recruits. (They were low in experience, for we had no actual military at the time of the ambush). By order of the King, I have been appointed as his successor. I was most qualified for the job, as I was previously keeping record of our treasure hoard. [strike:90c2516z]Most qualified, my carp-mauled beard. Dad must've brought in a good word. Is he nuts?! I've never been in charge of a fortress this size! What am I supposed to do?[/strike:90c2516z]

I have, however, left Chronos in charge of trading, as I unfortunately have no skill in appraisal of foreign goods and do not particularly care for it. Now, onto business.



The included sketch is a top view of the area that has direct access to the outside world. Four levers, one of which is somehow unfortunately unlinked (this concerns the lower-right lever) provide the power to raise or lower our defenses as we see fit: clockwise, starting lower-left, the levers link to the blastdoor, the bridge and the magma-flooding system. The Trade Depot is accessible (provided the blastdoor is up) and also well-protected from thieves. I would have preferred if we had dogs to chain near there, just in case, but with the recent slaughter of the war dogs we can not afford that. In fact, just today a few puppies matured, making them trainable - I'll have to promote someone somewhere to make sure they are trained ASAP. Our defenses are low enough as is. [strike:90c2516z]Cursed goblins - where do they come from anyway? Intelligence hasn't spotted a fortress in miles.[/strike:90c2516z]

Speaking of which, our current military only consists of two wrestlers. I have recruited a woodcutter, a gemsetter and a thresher. The woodcutter had an axe so he will be an axedwarf, while the gemsetter and thresher will have to take up a warhammer. However, seeing as how we have preciously little armor, I have ordered plate mail to be made for them all. The sooner the better. Iron will have to suffice for now, we can make steel armor and weapons once they are properly fitted. Besides, with the abundance of magnetite ore in this mountain, we can afford to waste some - and we can always trade it with the humans or the mountainhomes.

There is also a giant pit outside. Chronos has unfortunately neglected to tell me what it's for - I'll have to talk to him about that. However, judging from it's size and the intentional let-through of light, it seems to be a secure area for growing trees so we might have access to wood in case the goblins return. I'm not quite sure, though. [strike:90c2516z]Nutter. What the hell is he planning with that thing? Hasn't he taken into account the magma-flooding system might spill over and ruin his fancy little garden? Or even with the floor up, the material might give way to the intense heat. Eesh.[/strike:90c2516z]

Chronos did tell me that our estimated value is roughly a hundred-seventy-six-thousand nine-hundred twenty seven ingots. This might attract some immigrants, which will be quite valuable for our defenses. The question remains, though, when they will come.

16th of Granite

Armok's beard!

Some elves came along, but that's not important.



Good grief! The leftover magma from the flood-system flooded the bridge! It completely spilled over the moat the bridge crosses and submerged the bridge while it was flowing! Now we're cut off from the outside world! To make things worse, we don't have access to a water-source now either!
 
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Chronos[Ha-G]

Wait - how the hell did the lever get unlinked? I continued playing in my file, but it was still linked.

As for the underground forest - I wanted to leave something lasting, since I figured SOMETHING might go wrong with the magma system eventually. But, more importantly, trees could grow in the underground forest, and above ground crops can be grown there, leading to a wider variety of stuff to grow (And more food in general, if we run out of seeds for something else).

As for the flooding of magma in there, I was trying to get the floor up before I finished my turn to prevent flooding down there. Walls, floors, and a few other things (http://www.dwarffortresswiki.net/index. ... _materials) will NOT melt in magma, no matter what material they're made of.

As for water - your best bet is to channel into some of the aquifer (In a safe spot) and just designate it as a drinking source - that's what I did in my current game. Also, I made a mistake in my design of the blast door - I didn't make THAT out of magma-safe materials, and bridges are not immune like walls and floors. I found that the hard way after I upgraded the size of the flood system.

Also - how the hell did the magma overflow? WHERE did the magma overflow from? I thought I made the moat system unable to overfill? (By tunneling underground and not having the tunnel dug out at ground level)
 
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Pojodan

Looks like, to me, that the pumps that brought the magma up to the upper level got turned on, but the outlet doors that dump it out onto the battlefield where closed, so the 'magma preasure' got pushed down into the magma moat, causing it to overflow up and onto the bridge.
 
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Chronos[Ha-G]

Pojodan said:
Looks like, to me, that the pumps that brought the magma up to the upper level got turned on, but the outlet doors that dump it out onto the battlefield where closed, so the 'magma preasure' got pushed down into the magma moat, causing it to overflow up and onto the bridge.
But...HOW, though? According to the wiki - http://www.dwarffortresswiki.net/index. ... d_to_water - magma doesn't transmit pressure like water does.
 
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Pojodan

Chronos[Ha-G said:
]
Pojodan said:
Looks like, to me, that the pumps that brought the magma up to the upper level got turned on, but the outlet doors that dump it out onto the battlefield where closed, so the 'magma preasure' got pushed down into the magma moat, causing it to overflow up and onto the bridge.
But...HOW, though? According to the wiki - http://www.dwarffortresswiki.net/index. ... d_to_water - magma doesn't transmit pressure like water does.
Not by itself, no, but if you have a magma pump pushing magma into a Z-level and the magma gets through a hole into the Z-level below, if the space in the lower Z-level fills up, the magma will flow UP to the Z-level the pump is located at if it finds a hole to flow up through, which is what appears to have happened here, I'll hafta load up the save and take a look.
 
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Chronos[Ha-G]

Aha. Okay, that explains it.

What I'm still wondering is how the lever controlling the flow to the moat is unlinked, though? it's still linked in my save, and I know I used bauxite (or iron) for anything directly touching the magma.
 
Let me explain.

When I opened the save, there was still some magma left out on the field.

Because I didn't know what levers controlled what, I opened up the floodsystem briefly to find out. Same with bridge and blast doors. The final lever, however, gave me no visible effect - therefore, I assumed it was unlinked.

What is it linked to in your save?

Anyway, because I'd briefly opened the floodsystem, the magma out on the field got 'reinforced', so to speak, and flowed out into the moat that's crossed by the bridge, and because apparently it was so much, it swallowed the bridge as well.

As I speak, though, most of the flow has been evaporated. Soon enough we'll have contact with the outside world again.
 
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Chronos[Ha-G]

I built a door in the tunnel leading to the moat - it SHOULD be connected to that:



On a side note - yeah, my current game's under siege by goblins.
 
Status report on the dwarven fortress of Kinudil, year 203 continued [to be EDITED before submission]

by Ezum 'Wahad' Mogshumducim

2nd of Slate

Due to increasing need for water, I have ordered the construction of a channel throughout the mines by sealing off side-corridors and digging up a cavern. Once that will be completed, the aquifer shall be punctured so that we can get that water with a well.



Also, the armor I have ordered for the military is done now. Our military now consists of two fully-armored wrestlers, two fully-armored hammerdwarfs, and one fully-armored axedwarf. Each one also has been assigned a war dog.

The magma, however, is still not gone - we are helpless until it does dissolve. [strike:28ty3p3s]All because some dwarves are not taking any booze. More like elves, if you ask me. Can't even drink some fine booze? Tch.[/strike:28ty3p3s]

15th of Slate

The magma continues to dissolve, and while the bridge is uncovered, many still deem it unsafe to cross it. [strike:28ty3p3s]Pussies. A bit of heat never killed anyone.[/strike:28ty3p3s] This does pose a problem as there are still people in need of water. The elves also deemed it unsafe, and have left without even seeing the trade depot.

17th of Slate

The walls to block off the mines still haven't been constructed, and I found out why - our mason has been beaten to unconsciousness for apparent disorderly conduct against the sherriff. This raises another problem - if we do not get up the water source soon, he will die of thirst.
I have promoted someone else to work on the masonry required for the walls.

1st of Felsite

Woe! A farmer died of thirst today. I have ordered the digging of a collective tomb-hall and some coffins.

5th of Felsite

A jeweler died of starvation today. This is quite odd, as our food stockpiles are quite stacked. He also was not possessed by a strange mood which did not allow him to eat. [strike:28ty3p3s]Oh well, nothing to do about it I suppose.[/strike:28ty3p3s]

9th of Felsite

Some migrants have arrived! I couldn't quite get a list of the arrivals yet as they keep far, far away from the hot bridge.

Also, terrible news: a wrestler died of thirst - he must have been wounded during sparring. This is quite distressing, as it weakens our defenses greatly - he was the most experienced of the lot.

13th of Felsite

Curses! The second wrestler died of thirst.

15th of Felsite

Finally, a bright spot among the dark days of the past two weeks. The channel has been succesfully constructed and the aquifer has been punctured: the water is flowing to the well as I write this.



We might have been unable to save our farmer and two wrestlers, but we might just maybe save our unconscious mason.

21st of Felsite

Alas! We were too late. The mason died of thirst today.

Also, while our bridge is as good as new, still nobody dares to cross it. Even the migrants keep lounging about in the wilderness. This is quite a problem in case we wind up with another goblin ambush.



((Dear god, this was terrible. I hate the fact the migrants keep far away from the fortress - it cripples it more than I would like, especially with the dead wrestlers and mason. Ugh. Oh well, more in a few hours.))
 
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