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Topics - mate888

Pages: [1] 2
1
Thousands of years ago, two empires ruled the world.
In the west, the Roaming Empire crushed all its oppossition underfoot, figuratively with its legions, and literally under their seven Walking Cities.
In the east, the First Civilization, with its golems and ancient magic, ruled since the gods (or, according to them, God) created the world.
The two empires engaged in an endless war that drained both empires. However, after the crucifiction of the prophet that would become the Corpse God, both empires began to collapse. Roam's hedonism and the First Civilization's stagnancy made them weak, and they fell to both foreign invaders and internal revolts.
The remnants of the First Civilization were scattered to the winds, its descendants becoming the furtive Diaspora Kingdoms.
Roam was not as lucky. As their Walking Cities died or were lost, the survivors were hunted down by their former slaves and Corpse God worshippers. The few that survivors gathered in dark fortresses, bound to enslaved demons, and gave their souls to the Sinful God, turning into the degenerate Satyrs.

Denturies after the fall of both empires, smaller kingdoms and nations rose and explored the world. Conquering new continents and developing technology that was once thought of as impossible. Of course, there were problems. In the south, the prophet of the Fire God roused its followers in Holy War against the infidels, in the west, a terrible plague ravaged the great cities, and in the north, the last pagans gave their souls to the uncaring Green God in order to escape persecution, turning into monsters. But other than that, it was a golden age.

Then, the Sea Gods awoke, and the waters rose.

Gods older than man, older than land, older than maybe the other Great Gods, waiting in hateful slumber for a thousand thousand years to regain their rightful place as lords of creation, only to find a bunch of upstart apes claiming mastery over the world.

And they were not amused.

Waters rose, continents sank or crashed into eachother, the survivors fled inland, only to face an invasion by the Sea Gods' denizens and half-bred Sea Children. Further inland, monsters from legend rose again from the mists of legends. Vicious werewolves, hulking trolls, capricious sidhe, furtive vampires, and indescribable horrors from the Outer Dark.

Spoiler (click to show/hide)

What followed was 100 years of darkness.

Once the waters settled and the scattered remains of man rose back from the rubble, they began to rebuild. New wars were waged, new towns were built, and new kingdoms were formed.
The Emerald Empire was one of them.
Spoiler (click to show/hide)
Born from a mix of small kingdoms, barbarian tribes and Anglish refugees, fleeing their sinking island, the Emerald Empire formed its own culture after 300 of consolidation. Despite their name, however, they never managed to attain a considerable size, due to their neighbors.

The Emerald Empire, unfortunate nation, existed in the shadow of a Satyr Dark Fortress. Destruction was avoided by paying regular tribute. while dealing with constant raids by the Sea Children and other monsters. By the year 302 after the Deluge, the Emerald Empire itself has barely over 700 inhabitants, while the terrible Satyr metropoli has 10000 souls within it.
With those odds, any attempt at independence would be pointless, or so the Satyrs thought. In the alleys and backrooms of the Emerald Empire, plans were hatched for an outpost to outflank the Satyrs and, in time, perhaps destroy them once and for all.

That outpost is where our story leads us...

Journal of Ferbsed Livingden, Expedition Leader
"North and West until you see the mountains", they said. "You won't run into trouble", they said. "Trolls mostly eat berries and small mammals", they said. Well from the two dozen settlers sent here, only seven are left, I'll take a wild guess and assume the organizers of this fiasco did not know what they were talking about. But we can't turn back empty-handed, and at least we reached the spot. Silly name, it has. "Hoppercloudy", oh well, not a very imposing name, but that just means it will not raise much suspicion from our hairy friends down south.

So, stick to the plan. We are to build a viable outpost, establish contact with any scattered group of humans we might find roaming the woods, bring them in, put lead into any goat-legged bastard that comes near.

Would sound easy if there weren't just seven of us.

Speaking of which, let's take stock of who I have to work with.

Well, not a bad bunch, at least. We have no time to waste now. I ordered Kassed to dig some pits while the woodcutters clearcut a portion of the forest, we'll set up a small wooden hall, some storage areas and then think of fortifications. At the very least, this area seems to be remarkably peaceful. At the very least the government picked a good location for the outpo-

...this is going to be a long year.

Spoiler: what is this (click to show/hide)

2
DF Dwarf Mode Discussion / Kobold hamlet?
« on: November 23, 2017, 02:00:37 pm »
Ok so I just downloaded the newest version and I know Toady made improvements on the Kobold sites, giving them pets, traps and whatnot, but I didn't know their sieging abilities were also improved. After worldgen I looked around the worldmap and found a little human land, but right under their only town, one of the hamlets that I assume belonged to them once was shown as a "Kobold hamlet". I know Kobolds can't communicate with non-bolds, so chances are humans are still in kill on sight mode with these lil guys, so what happened? Did the Kobolds siege the village and took it over? Did a nomad group move in the previously abandoned place and took it for themselves? If so, why weren't they genocided by now?
Did something like this happen to you in any of your worlds?

3
DF General Discussion / Attack on Titan: Kobold edition
« on: June 03, 2017, 04:44:46 pm »
So, I made a fort near an elven civ i was at war with. I embarked without noticing on top of a kobold camp. The 103 little buggers appeared hostile but didn't really mind my dwarves. After looking for the camp on Legends Viewer I noticed that their cave had been destroyed by the same elven civ that nearly wiped out my dwarf civ, so I decided to roll with it.
Four fort years later, a werelemur attacked, but a combination of marksdwarves, kobold wrestlers and caravan guards lynched it, although around 10 kobolds died on the fight.
Not even a month later, a giant wandered into the fort's lands. I called all the dwarves into the burrow I had designated as "oh fuck" while the giant layed waste to the wildlife.
Then, while happily murdering a baby llama on my pastures, three kobolds, a trapper, an animal trainer and a wrestler, ran down from the hills and charged at the beast.
I fully expected three kobold corpses then, but no.
First of all, let's make a size comparison between kobolds and giants.
Spoiler (click to show/hide)
Yes, kobolds are very tiny, and all of them were unarmed. A single hit from the giant could easily make them implode. The kobolds probably knew that if they got hit, they were dead.
IF they got hit.
The giant started throwing punches wildly, but the sneaky bastard dodged all the hits, punching and scratching the enormous monster uncountable times until the wrestler latches his little kobold teeth on his lower body.
The giant could not take it anymore, and his idiotic laughter quickly turned into frustrated wails, and then screams of terror.
Spoiler (click to show/hide)
The beast began runing, the kobolds punching and biting him as he went. A single scream was heard to the very bottom of the fortress:
Spoiler (click to show/hide)
He didn't make it very far, however.
Spoiler (click to show/hide)

Before all of this had happened, a squad made out of three marksdwarves that got injured during the were attack was sent on what I expected to be a suicidal charge to both slow the giant down and die. Two birds with one stone sort of thing. But two of the dwarves went down into the taverns to hear about how in the year 1 a human became the law giver of the Tufted Empires. The other did tried to get to the giant, but the monster chased a moose all the way around the map, so the poor marksdwarf had to make that weird roundabout himself, and by the time he got to the giant, he saw him on the ground, with three kobolds stomping the shit out of him.
Not only that, but they were better than him at it.
Spoiler (click to show/hide)
Meanwhile, the meelee dwarves finally got upstairs, but I thought I should just keep them inside the fort. Let the kobolds get their kill.
Eventually, however I noticed the kobolds weren't making any substantial damage on the giant and they were all passing out of exhaustion, so I sent the army in to finish the monster off. The unconcious monster littered with cuts didnt have time to react as the resident spearmaster stabbed him through the skull and the kobold ranger punched him in the nose over and over.
Eventually, the kill went to the dwarves, but I believe the kobolds deserve more merit. Make the world know that even the smaller creature can do great things.
Also, I wanted something marketable.
Spoiler (click to show/hide)
Before this moment, I was worried about a possible elven siege, after four years waiting, maybe the elves were fostering a huge army to march on us. But seeing how tough this little bastards are, I think we may beat them back, just like they did with a werebeast and that giant.
I, for one, will never underestimate the skulking filth again.

4
DF Community Games & Stories / The tale of Warend.
« on: May 01, 2017, 08:38:38 pm »
So, I made a word and started making forts for a struggling civ when this happened, so I decided to make a story about it and share it here to see how it will pan out.


Year 358 of our Lord Armok
The mighty civilization of Sigun Gakïz is dying. But we will not let it go out quietly.
In the year 1 after the Forging, the first Queen, Nish Ringblunted united the warring tribes of mountain, hill and deep Dwarves around the great fortress of Whippedgrouped, creating the kingdom that humans call the Tour of Boarding. This kingdom was a great one. It prospered peacefully and grew rich and powerful.
Sadly, that would not last.
In the year 1, a forgotten beast ended the life of our first queen, and in the year 8, another forgotten beast was unearthed beneath Whippedgrouped, destroying the fort and all within it. Taking advantage of our situation, the treacherous elves of the very gayily named Sweetness of Words attacked us in the year 9, in the War of Routing in which, as the name suggests, we absolutely curbstomped them.
Sadly, the woodlanders wouldn't give up so easily, and until the year 37, war would still plague both our nations. After finally beating them in the year 37, our civilization focused on rebuilding and expanding our nationm, it was another golden age. Fortresses, hillocks and mountain halls being created across the land, the mere name of Sigun Gakïz would make the other dwarven civilizations green with envy.
However, that would not last, either.
In the year 90, amidst a series of particularily vicious Goblin raids, another elven empire decided to attack. The Wood of Light, they are called. As their name suggests, they are nutjobs. But they are well armed nutjobs. Their fanatical druids at the head of the greatest elven empire in the world. We stood no chance.
But still we put up a fight.
The war was long and bloody. Both sides lost large amounts of life, but in the end, the elves persevered. By the year 355, only one settlement was under our control. A hillock called Soundgirders, inhabited by more horses than dwarves. The rest of the population was either hunted down by the elves or forced into exile and a life of nomadism.
That's where our story begins.
In 355, seven dwarves were sent by Queen Ubbul to a far off volcanic island, where no enemy could attack them. The fortress of Soundfires is now even more populated that Soundgirders, the provisional capital, and is a great second option for the queen to escape to when the elven legions come crashing at our doors. But the last thing the Queen wanted was to hole up in some remote island forever. No, she wanted to take the war to the bloody elves, and like hell she would.
In the year 358, seven dwarves, among them me, Tekkud Ilidotar, were sent to build a military outpost next to the nearly abandoned hillock. I say nearly abandoned because there is one single elven "administrator" living there, probably because nobody at the forest retreat liked him. I'd almost feel bad for the guy, if he wasn't a genocidal cannibal occupying our ancestral land. But I digress. Our mission was to settle as close to their land as possible, arm this fort to the proverbial teeth and attract their attention. Hopefully, after a couple of failed sieges they'll either sue for peace or lose enough man-er-elfpower to be less of a threat to the world at large.



And so we embarked, hope in our hearts and heads held high, ready to accomplish our mission to the best of our abilities. A new chapter of dwarven history would start here in Alnishlushôn, "Warend". Strike the earth!


Or so I expected. Half way through the word "strike", my scout Bomrek came running at me and without taking a moment to calm down she told me that she had discovered something.
Spoiler (click to show/hide)
Chlalgis? That doesn't sound like Elvish...
"It's not Elvish" She told me. "It's Koboldspeak. It's a Kobold tribe."
"A Kobold tribe? Overreacting like that over a couple of skulking vermin?" I laughed "Just send in Asmel and Datan in, they'll sort them out no problem."
"It's not just a couple of Kobolds, look!"
She pointed towards the top of the hill, and I understood the gravity of the situation.
Spoiler (click to show/hide)
Oh
Spoiler (click to show/hide)
SHIT

I quickly tell Asmel and Datan to grab their weapons and guard the wagon while Kubuk digs a quick shelter and everyone else takes down the wagon.
...apart from Bomrek who wandered off to gather walnuts.
Luckily for us, there were only two Kobolds on the ground level with us, and neither of them looked too keen on fighting. They just looked at us and wandered around aimlessly for a bit, not even going back to inform their lads of our presence.
Then agan, Kobolds are pretty stupid, so it's not that suprising.
We manage to dig up a couple of rooms in the clay and make a half decent trade depot right before the merchants arrived. No outpost liason of course. Queen Ubbul did think it was more important to name a couple of her buddies as counts and barons of settlements long destroyed or conquered instead of naming someone actually useful.
Spoiler (click to show/hide)
But oh well. We traded (and I suspect got ripped off by) the merchants and went back to digging. It all went good until the first migrant wave arrived, from the opposite side where the merchants came from, so I'll assume they are nomads. I was hoping they'd take the smart route and avoid the Kobolds but instead they decided to walk right through the middle of the camp, populated by 103 kobolds, of which 99 are soldiers.
The poor sods. I can't look...
Spoiler (click to show/hide)
Oh.
Well that's rather... Nice of them.
They let the migrants pass unharmed. Maybe this skulkers aren't as bad as they are made to be.
...and they might serve to wear down the first elven siege, when it comes.

------

Moonstone, 358
By winter, we managed to delve secure lodgings, make a tavern and a temple to attract possible mercenaries and get ourselves some lovely gems. Apart from hunting some owls, the kobolds haven't done anything at all.

A bard just came from the northern dwarven kingdom of Truearrow. Apparently she knows a bit of history because she explained to me where this enormous amount of kobolds came from.
Spoiler (click to show/hide)
Apparently, this Kobold "civilization" stole from somebody very high up in the Tufted Empires, and they decided to invade.
The Savage War has been raging for 42 years, the disciplined Imperial legions going against the reckless Kobold tribesmen, a conflict in which...
...nobody died.
The humans spent four years looking for the cave, and when they found it, it was alredy empty, all of the battles consisted on the human army chasing the same group of 15 Kobolds left behind as a decoy for several weeks after giving up on it and taking it out on the tents or whatever the Kobolds built. It doesn't make for a very epic war story, but it's good for comedic songs, which is probably why this bard knows about it.
Spoiler (click to show/hide)
That's fun and all, but that means that this refugee "camp" (they don't have any structures built, I assume they sleep on the empty crates and barrels in their hoard) has one tenth of all Kobolds in the world (not many of them left) but it's also more populated that our entire civilization (not many of us left, either). We could kill them all and accelerate the Kobolds' extinction, making the world a favour, but maybe... We could cooperate? I know it sounds ridiculous, but bear with me here. Their civilians never showed fear towards the dwarves, and their soldiers didn't even touch the migrants that strode right through their camp. Maybe they know that we have better choices of survival together than separated. Two opressed peoples teetering in the edge of extinction. Kobolds and Sigun Gakïz Dwarves. Together to build a new home for our peoples, and hopefully to humilliate the elves.
...or we could just kill them all and take their shit. We'll have to see.
Spoiler (click to show/hide)
Entrance level
Spoiler (click to show/hide)
Main level
Spoiler (click to show/hide)
Kobold camp.

5
Masterwork DF / Damaged files
« on: April 30, 2017, 03:16:37 pm »
So, I decided to download Masterwork after a lot of time without playing DF and I got this (excuse the español)

At first I didn't really mind because it had happened before and then I just had to download it again and the files would be okay, but that's the 5th time I tried reinstalling it and it still wont work.
What do I do? Is it just my computer or WinRar being an asshole?

6
Masterwork DF / MOVED: *Tezadser* a MW Noob Fortress
« on: December 17, 2014, 02:52:14 pm »
This topic has been moved to DF Community Games & Stories.

Yup.

7
DF Community Games & Stories / *Tezadser* a MW Noob Fortress
« on: December 15, 2014, 08:09:33 pm »
I've always been a painful noob at this game, but that doesn't takes my love off it. So what do you think? Do you want to share the pain with me? That's great because here we go!
This is a masterfully designed merman bone journal, in its cover there is a picture of a dwarves and a dwarf. The dwarves are laughing at the dwarves. This image relates to the foundation of the fortress Tezadser by a group of seven incompetent dwarves in the early winter of the year *unintelligible*
Journal of the miner Mate Woundbelched
Today, me and seven other dwarves are embarking in what the mayor of the hillock called "a glorious adventure, in wich you will be remembered as heroes of all dwarfkind".
We were quite exited about this news, but the frozen riversode in wich we embarked makes me think we might had been lied to.
I'd try to recall this name for the anals of history, but can't find the calendar. Oh, well.
The expedition leader, Ast decided the ugly name for the fortress. Seriously, Ast? Tezadser?
((OOC: The name Tezdaser (literally "pothead") came at random. I decided it to let it the way it was))
But well, after all, "dwarf" isn't a very exiting name, either, but we did accomplished many things either way. So we will settle here, build a shelter and we will turn it into a great Metropoli, no matter how many die on the process.
Strike the Earth!

Day one.
Seems pretty peaceful around here, we pastured the oxen near the hills and we channeled a bit of floor as an entrance to the fort. Trees are getting cut and stored in our underground stockpile and-
WHAT IN THE NAME OF EVERYTHING IS THAT!?
((In a time before time, the picture of the swamp troll disappeared into the abyss))
I... It's a monster covered in mud and gross things! EVERYBODY RUN!! WE ARE GONNA DIE!! EVERYBODY PANIC!! AAAAAAAAAAAAAAAAH!
Oh. Aparently the troll is just minding her own buisness like a little creature of the forest (like velociraptors and similar).
We built some stairs to a lower level to build the workshop rooms and the kitchen and other important stuff. Well. This has been all for now.
May king Eral's light shine upon all us.
Map of the first floor of the fort.
Spoiler (click to show/hide)

8
DF Community Games & Stories / !!FUN!! ways to die
« on: October 17, 2014, 11:02:43 pm »
So I was on break and this came to my mind, so I decided to post it here:

Read it while hearing this: https://www.youtube.com/watch?v=IJNR2EpS0jw

And here it is:
Set fire to your place
Poke a stick at your hammerer
Bring here 2 cats, kill FPS
Loose your shiny stuff to some kobold thefts
Fun ways to die, so many fun ways to die
Fun ways to di-i-i-e so many fun ways to die
Get your brains out with a sock
Do your own water pumping stuff work
Teach yourself how to mine
Leave a week-old corpse to rot on the dining hall
Fun ways to die, so many fun ways to die
Fun ways to di-i-i-e so many fun ways to die
Invite some were-kitten inside
Let a goblin take you on a ride
Put your levers on a very wrong place
Use your drowning chambers as a hiding place
Fun ways to die, so many fun ways to die
Fun ways to di-i-i-e so many fun ways to die
Keep a unicorn as a pet
Sell all your food to the human trade(ers)
Go to hunt giant sponge and stuff
I wonder, should I press this lever now? Nah, I'm on break
Fun ways to die, so many fun ways to die
Fun ways to di-i-i-e so many fun ways to die
Go out gather wood during elf trade season
Disturb a necromancer for no good reason
Stand on the edge of an underground chasm
Try to avoid that beast that has been long forgotten
Run aroun to mine adamantium. Just to release an unbrearable evil!
Funniest ways to die
Funniest ways to die
Funniest ways to di-i-i-ie
So many fun
So many fun ways to die

Be safe around caves. A message from the Montuainhomes.

9
Masterwork DF / Graphical problem! Yay!
« on: September 13, 2014, 05:05:10 pm »
I have just downloaded the newest version of MWDF, and everyti I trime I tried to create word it told me "GL ERROR. GPU unable to accomodate texture catalog. Retry without graphical tiles, update your drivers or even better update your GPU".
I tried changing to other tilesets and even the ASCII default one, but it didn't even let me use the arena.
I tried reinstalling the mod, but again the same GL error ocurred.
What should I do?

10
DF Suggestions / Kobolds learning animalmen languages.
« on: May 23, 2014, 02:59:51 pm »
Well, I saw that kobolds have the [UTTERANCES] tag, and as such, they can't communicate with anyone but themselves (unless you are a kobold adventurer, in wich case your bethren will try to kill you).
So I tougth, as kobolds can learn stuff (at least that is what the tags say) and animalmen also can learn, it may be possible to kobolds to learn other primitive languages such as cave civ's or overground animalmen's (like jaguarmen) languages, or vice-versa, animalmen learning kobold language. That may make the kobolds have some diplomacy with this also very uncivilliced races. Those cave races who had an agreement with kobolds will most likely hate your dwarves or adventurer, unless it is a kobold.
Also, maybe the understanding of each others language may rarely, VERY rarely make a cave tribe that's at peace with a major civ serve as an interpreter or translator, maybe making peace with that civ and the kobold cave. That, again would be very rare, as is a known fact that everyone hates kobolds, especially dwarves, that will have the lower chance of any kind of treaty.
Elves would be the most likely (but still VERY unlikely) to have peace, and even an alliance with kobolds, as they can communicate with the surface animal peoples and maybe even kobolds who speak the animal language.
When the peace between the animalmen civ that worked as intermediary between the 'bolds and the major civ ends, the kobolds will automatically be hostile to that major civ again. The same will happen if kobolds and the cave civ break peace.

Also, I think adventure mode kobolds should have the chance to talk to other kobolds and friendly animalmen civs, to make it more intresting.

11
Masterwork DF / Friendly?
« on: May 18, 2014, 06:07:41 pm »
I recently started a kobold camp in a cave. When I sent two of my military to explore it, they found a little nith, that was described as a very shy, very friendly relative of kobolds. But, despite all that friendliness that was on his description, it begun punching my bolds in the stomach one he saw them... Is that something normal?

12
DF Suggestions / Leaving, but not abandoning a fort.
« on: May 10, 2014, 09:51:50 pm »
I was thinking of that. The same way you can retire with your addveturer, you can leave your fort up to the IA's will, letting stuff happen to it the period of time you want with the abilitie of getting it back whenever you feel like it (maybe leading to some unexpected !!FUN!!)
I think that would be especially awensome to visit the leaved fort with an adventurer, thus having the oportunity of seeing the sprawling fort with him and, who knows, maybe recruiting its entire army to your cause or killing everyone. Maybe to challenge yourself a bit with a fort with a decimated military by a jerk that recruited them all, or with less than half population because of a murderous asshole.
If your fort gets destroyed in that period of time, either by you or any outside element, you won't be able to play with it again (unless you reclaim it,of course)

13
In the first day of Christmas Armok gave to me:
A Kobold stealing at me.
In the second day of Christmas Armok gave to me:
Two delicious cats and a Kobold stealing at me.
In the third day of Christmas Armok gave to me:
Three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the fourth day of Christmas Armok gave to me:
Four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the fifth day of Christmas Armok gave to me:
Five pesky nobles, four dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the sixth day of Christmas Armok gave to me:
Six "unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cat and a Kobold stealing at me.
In the seventh day of Christmas Armok gave to me:
Seven angry carps, six "unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the eighth day of Christmas Armok gave to me:
Eight Elves to shoot at, seven angry carps, six "unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me
In the ninth day of Christmas Armok gave to me:
Nine Elven ambushes, eigth Elves to shoot at, seven angry carps, six "unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the tenth day of Christmas Armok gave to me:
Ten useless inmigrants, nine Elven ambushes, eight Elves to shoot at, seven angry carps, six"unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the eleventh day of Christmas Armok gave to me:
Eleven werellamas, ten useless inmigrants, nine Elven ambushes, eigth Elves to shoot at, seven angry carps, six"unfortunate accidents", five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.
In the twelfth day of Christmas Armok gave to me:
Twelve fort-destroying tantrum spirals, eleven werellamas, ten useless inmigrants, nine Elven ambushes, eigth Elves to shoot at, seven angry carps, six"unfortunate accidents" for the five pesky nobles, four Dwarven traders, three clowns from Hell, two delicious cats and a Kobold stealing at me.

Merry Christmas everybodie!

14
Masterwork DF / Help! I messed up the download!
« on: October 09, 2013, 03:47:37 pm »
So, I saw that there was a new version of MW, so I immediatley deleted the old stuff and went to the download page, but when the RAR window opened, it showed that the download has an unexpected ending (or something like that, not sure how to say it in english) so I made a rebuilt. thing, but it was still the same, only with the DF folder on it, and not really anything there anyway...
What should I do?

15
Masterwork DF / One of the first dwarves of the world in my fort
« on: August 19, 2013, 03:07:18 pm »
A fisherworker came with a bunch of migrants, it was quite normal, but in his description said: "He has the appearence of a 76 years old and is one of the first of his kind.

What the hell?
Is that relevant or something?

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