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Messages - Ieb

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1141
DF Modding / Re: BugHill. Version whatever.
« on: October 08, 2009, 04:54:00 am »
For your convenience, here's an uploaded game with the mod.
http://www.2shared.com/file/8295750/1739a0c8/BugHill.html

In case I messed up something and don't know it. Har har.

1142
DF Modding / Re: BugHill. Version whatever.
« on: October 08, 2009, 04:31:08 am »
Hurm. That shouldn't happen.

Uhh, you did delete the old objects folder from the raw folder, right? Should I have specified that part? I thought that was something like the normal procedure of mods.

Urm anyway, I think your problems come from duplicate entries. Errorlog is probably full of those mentions. I can't think of anything else, at least.

I could upload my entire game which has everything up to order, but I think the "delete objects from raw folder, move the objects folder from the zip there" should get everything to work.

Also, yes. You can't embark with food. Only tools. You must earn your right to survive.

1143
DF Modding / Re: BugHill. Version whatever.
« on: October 08, 2009, 03:15:45 am »
In case you play the mod in a DF where you played previously, or just because, I would go to data folder and delete the objects folder from there. It probably has the normal civ's still listed and it's causing problems.

And what kind of ant/termite leaves the hive?

EDIT: To magma question, yes. Assuming you dig the magma-drop area deep enough, because ants don't have any tools for making pumps. Although now that I think about it, do I have any magmasafe things? HMMM. I'll make a note of this to future updates. That or make some small spots of bauxite appear in all layers.

EDIT2: Oh right, in case the MB's keep stomping your bugs to the ground, lower the number of caves in worldgen settings. There is a very fine level where MB's either crush everything, or act like normal DF MB's where they get killed by some lucky ant or termite.

1144
DF Modding / AntHill 1.0. "This is it, boys. This is war."
« on: October 08, 2009, 02:55:27 am »
In the grim world of Dwarf Fortress, there is only war.

Decades of being trampled by the great beasts of the world, it seems the whole world has gone mad with bloodlust. Elves and humans fight a constant brutal war with each other after the humans stepped too far, signing their tree-cutting diplomacy agreement with a pine pen.

Goblins and dwarves fight in the hallways of their stone halls, and so great is the amount of blood shed that it has given birth to a whole new type of stone.

And where are the kobolds during all this? Well they finally tamed the great monsters that destroyed their civilization, and riding them into battle, they are slaughtering equally all who oppose them.



But this mod has nothing to do with the above.
Nothing at all.

If you look carefully, you might see an anthill jutting up from the soil. Looks great, doesn't it? Look at all those ants, scurrying about, on their own business, without a care in the worl- uh oh, why are those two fightin- oh god his head got torn off!

At the bottom of the world the void of emotion is cold enough to burn. Huge slabs of dirt mimic the mountains, and break and crash and reform upon the steps of giants.

There are complex ecosystems amidst the ravines of grass and shrubs. Intricate creatures live their entire short lives in these small spots of refuge, never venturing beyond the rims into the wilds which would kill them.

The landscape below the feet of civilized beings is one of mountains and canyons and forests, shifting dunes and ice caverns. There is heroism and brute warfare on the world's floor, unnoticed by the giants above. There are gods and catastrophes.

In the grim fields of AntHill, there is only war.

Take control of a new colony of ants, fire ants or termites in the unforgiving world. Remember, no matter how bad things look, believe in your Queen who believes in you and KILL 'EM ALL!

Mod DL on DFFD:
http://dffd.wimbli.com/file.php?id=1525

Quick Guide To Playing with the mod:
Spoiler (click to show/hide)



Update log:
Spoiler (click to show/hide)

1145
One thing I noticed, when I had a butcher shop at the same level as my craftshops(lack of space, felt lazy), a lot of dwarves got "has witnessed death" after a while. I think it was caused by the butcher shop being on such an open space, that whenever Urist went to place that stone idol to a bin, he saw that stray kitten that had wandered the hallways one last time befoCHOP.

And that's why butchers don't care about anything anymore.
But I think that pit idea might work too.

Also, I don't think "doesn't care about anything anymore" negates bad thoughts, just dampens the effect of it. They still could go sad if something horrible enough happened.

Although who cares, there's more dwarves where those came from. Test it out, for SCIENCE.

1146
Hmmm. I know that spine and head injuries keep a dwarf from sparring, but would a missing limb really do the same thing to a soldier?

Assuming that they ever get over it. But the problem with that would be that they keep resting because they're injured, but the limb isn't coming back so they never get better. At that point the only thing you could do was take them off military and hope a mood hits them. Then MAYBE they get enough stats to take the pain and stay out of bed. That or they fall unconscious again and get taken back to bed.

1147
Well that's because I thought there'd be a pop-up about a PM like in the forums I generally hang around at. There wasn't. And I didn't really check that part of my account where PM's appear too much.

But yeah. Well I guess you could either email him, or for the time being just switch the third player and him.

1148
I'd give him a day or two.
Not everyone has as carefree schedule as I do.

1149
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: October 04, 2009, 06:05:52 pm »
With all the great description's on the other races, I have but kobolds to comment on.

I would like to note that the following is simply a personal observation about the life of a kobold due to playing Kobold Camp and their tags should be ignored, if only to be mildly entertained of the following jabber.

Kobolds to me look like the last one to reach the finish line when it comes to civilization. They emerged from their caves with a language that they could not share with no other race, and found a world where all the other races(excluding the elves) had already taken footsteps forward in technology. Iron of the humans and goblins, steel  and even the fabled super-awesome-fun-stuff of the dwarves, really, the kobolds don't have it easy.

Compared to the other races, they are insignificant, and a pest at best. They don't have real places of their own where they live in, they reside in caves.

But then again, they are able to produce equipment from copper. They might have access to iron ores in their caves, but probably do not know how to properly use it, so they use the next best thing, the bane of every dwarf expedition that sets out to find gold, and finds loads of copper.

They know how to make cloth, hunt and sustain their humble homes with bows or nets(or whatever kobold's use to fish with). They're not that bad as a civilization, just really at the early steps of it.

And then we get to the part the kobold's are notorious for. Stealing. I see them going after the most valuable item they can find as a rite of passage of sorts. Sort of like sending the young on their first hunt, except they are after some valuable item. It doesn't matter what it is, but if they succeed in stealing it, something good will probably come out of it.

Might be rise in social rank, or maybe a few favorable gazes from the females of their group.

So yeah. They're a race at such early steps of their evolution that their civilization hasn't yet gotten to the point of getting to more refined ethics. They work as a pack, each member as important as the next. Their ambush-squads might be all about a few of the young ones going a bit too overconfident of their abilities when Sliringis came back with that steel idol with a dwarf burning on it. But there is the problem that their enemies are all bigger, and better equipped than them. So at the first sign of trouble, like when half their group is killed, the rest realize that they did a horrible mistake and run off. They can always try stealing another time.

1150
Ah, I figured those rooms were important somehow. I haven't placed anyone to live down there yet, but at least the other people after me can focus on the fancier living areas later on. Like after we get a real military going on.

Also, about the nobles, as far as I know, the only nobles that kobolds get with the current entity tags, with item_thief and so on, is the dungeon master. The rest would require the removal of item_thief, because we don't get any export because the merchants "steal" everything they are traded when they leave. I think that sort of keeps the civ leader from showing up because we'd need all the other nobles first. Well, there is one way we could get him/her to show up, and that's by hitting some HFS.

We can just appoint some bad-ass kobold later on as our place's King or Queen and act all mighty about it.

Also, nice pic there. Now I feel all responsible about making sure we don't get a goblin ambush in the first year or elves messing up our stuff.

Okay, time to finish my year.

Autumn has arrived, and so have the supplies from home. Now that we are a proper camp, they are more interested in trading what we have than plain out handing it over. I can't blame them, they dare trek through the land just to get to us.

We exchange a few of the large pieces of cloth there is here for some food.

The stockpile rooms for both wood and furniture have become full again. Finally after I have begun to understand some of the architecture of this place, I gave the order to expand them even more, but with a bit more finesse than the plain long corridor we previously made. And it turned out quite nicely, even if I say so myself.

It is the middle of autumn. I again heard news of migrants arriving here. Good, we are still working on moving things around and from the looks of it, that will be all we will be doing for a while.


*OOC Note: We got an engineer(woot). butcher, blacksmith, 2 peasants, another animal caretaker and a brewer. Decent batch overall, especially the engineer. Although I noticed that one of the embark kobolds apparently has skill at mechanic. Must be a default-setting on reclaim even with kobolds and the limited job possibility.*

With the help of the new people, we were finally able to move all the furniture to the room made for them. I've looked around and designated a few places meant for the various goods around here, I have seen so many pieces of art sculpted from rock that it would be a crime against all that is proper if we would just leave them laying where they are.

It is Winter now. The weather outside has turned only mildly colder, and the waters run free. A good sign, should the river freeze, we would be cut from a watersupply. Although upon my many treks through this place, as I still try to understand it all, it is the "well" which puzzles me the most. A simple construction of rock with a rope on a bucket, but where the bucket falls, there is water. Curious, I searched more of that place, and found the damp tunnels below it.

It seemed that there had been made a tunnel for water to flow in the tunnels and filling it up, which is something I should look into at some point. One of the migrants was certain that this place used the same sort of devices that dwarves did with their machinery, and somewhere is a "lever" that would raise the waterlevel below the "well" to full again. But that is for another day, the waterlevel has dropped, but there is still much of it left.

It is the middle of winter. I located what I assumed was the "lever" the migrant spoke of, and gave it a pull. And wouldn't you know it, I soon heard water rushing into the well's tunnel and filling it up. I was so happy I almost forgot to pull on the lever again to close the path for the water.

The year has come to an end, and with it I bring an end to my position as the leader. I have thought about it for quite some time now, and found a suitable person to replace me in charge. I should probably go tell them that they are the new leader now.




And that's it.
Summary ahoy.

- All the logs and furniture are inside now.

- The goods stockpiling has taken much longer than I hoped, and it's STILL going on. If you want to stop your kobolds from piling up the stuff, I would recommend on removing the stockpiles that I designated. Most of the piles are a level above the depot, and near the catacombs is a stockpile of rock goods that I found mysteriously laying there.

- There's an armor stockpile or two, along weapons, one above the depot, and another on the lower-right corner's barrack area. At least I think they're barracks.

- No moods. Might be because I haven't produced much, save for a few rock blocks and a mechanism or two along a raw glass gem and block.

- We still have a load of food, and bones.

- 38 kobolds at the end of my year, 17 of which are migrants.

- Everything is super-green.

And here's the link for the save.

But really. This fort is so well-designed that it felt like a crime against the symmetry when I started mining those extra rooms for stockpiles.

1151
Oh god this post became much longer than I hoped it'd be. The storyman took over, sorry about that. I'll post a short summary to the end of this post for everyone who can't be bothered to read the following rubbish. I played to the start of Autumn today, and will finish my year tomorrow. On Sunday. This is worth to note because at the time I'm writing this, it's 1 AM. Oh god I need sleep.

My name is Flililishlaldin. The band leader sent by Sliplongin, the clan leader. Our force of 21 was told to move to a camp known as Chlilithaymis, to retake it. Contact there had been lost quite some time ago, and from what the leader told me, was probably caused by elves. Or worse, goblins.

It was an unnatural thing in my opinion, to send warriors of the clan to take back a lost camp. Traditionally, such cases where a site was lost to us, it was deemed unlivable, dangerous, for the enemy knew of it's location and would surely return to kill anyone daring to return and live there.

We kobolds live in secrecy, in the dark places. Lost camps are left behind, and survivors of attack relocate. But this was not the case. The leader told me it was because Chlilithaymis was... special. I tried to ask for more information about just what made it so special from the cave we currently resided in, but he just told me that I would have to learn it myself. And with that, I could do no more but to obey the orders given to me.

We were given a little supplies to live on until we arrived, and a little more to survive until the clan could send more supplies to us once the mission was accomplished.

It seemed crazy, but orders are orders. I will not question them, and told all those now working under my command to do the same.

We arrived during the night, and moved with silence through the dark woods towards our destination. We were guided by light, and noise that was not of our kin. I sent a few men to scout ahead, and they soon returned, and brought us closer to the now dead camp.

It was as I feared. Goblins. The scouts said they had spotted taller figures among them as well, most likely elves.

They were having the time of their lives. Campfires had been lit, and around them, the goblins dance and sang their horrible songs. Guttural, vicious songs praising their dark lords and the slaughter they had committed in their name.

There was a smell in the air, that every soldier picked up easily. It was the smell of roasting flesh. A corpse had been set atop on one of the fires, skewered like an animal.

It was one of our kin. It sickened us, but most importantly, enraged all of us. These... things, had been feasting on our dead.

The men asked for us to attack already and give the goblins a taste of their own savagery, but I told them to hold still for now. I had fought a goblin before, and knew that their equipment was strong. A simple assault now would only cause unneeded casualties on our forces.

We had to move in the shadows like we had to this point.

Our moment to strike came when one of the goblins excused himself of the rest, and wandered towards the dark woods to relieve himself. Silent, I motioned for the men to follow, and so they did.

The goblin found no relief but our swords and spears, it was not a fight, it was a simple kill. It fell dead with little noise, which was drowned out by the celebration of the others.

We moved in closer, and while I would have preferred to pick off the enemy one by one, it wouldn't be long until some of them would notice the one missing, and come to the obvious conclusion that someone else had arrived.

From the dark, we attacked. The enemy was taken by surprise, and sent scrambling for their weapons. Some managed, others did not. All around me I heard shouts, screams and curses. Weapons clashing against one another, a shout from one of my men, injured by a goblin who had been able to get a weapon on his hands and fight back, but unable to fend off the rest who went to aide the now wounded soldier. The goblin died with a scream, and the rest of them were thrown in a panicked retreat.

It was reasonable, we came from the dark, they had no idea how many of us there were, and it must have seemed a better idea to run for it than stand and fight. We gave chase, and the whole incident was soon over. How many did we kill, four, five of them? I could not count.

Sounds of our wounded crying out to us in the night were now more important. I sent a few of the men to scout the area, make sure there were no enemies to threaten us, while the rest, I ordered to stand down for the moment, and tend to the wounded.

It took some time to find the entrance to this place, and the rooms where the wounded could be placed, but already I had begun to grasp at the reason why our leader had wanted this place retaken. But it was not until later that I understood it completely.

The scouts returned soon, and told that save for a few snailmen, there were no more enemies in the area. It was a small relief, I fear the day they come back to see if we are still here. But we will be here, and we will fight them just like we did tonight.

The men were exhausted of our journey, and the battle, so for the night, I gave them the permission to have a good rest, but not without setting up a guard duty of two men in two-hour shifts. We could rest, but I would not sleep like a fool with no worry.

The following morning, I woke up refreshed. The bed in the room I had chosen at random helped me sleep well. Those of us who suffered injury had not received any serious injury save for one of our miners, who had his leg smashed by a goblin maceman. He did admit that it hurt, but told me not to worry too much, he would get better in a while.

I finally headed up with the men able to walk, puzzled how they froze as soon as they were above ground, but I soon found out why.

The leader had been right. I understood now why exactly this place was so important.

The strange forms of rock that we had used for cover during our entry here were not rocks. They had been built there by our people here before us. They had been building a tower. It was unfinished, but rose much higher than I ever had thought possible. It was as if it aimed to reach the sky above. Similar buildings were all around us, and much more constructions.

It was... beautiful. Only after I found the message left by the previous leader of this place, did I understand why exactly had they begun such constructions. They had had a vision of a better life for our kind. A life where we would dare take on the challenges of the world, standing proud and tall. They had been cut down in their attempt, but the more I read, the more determined I grew.

Of all those who passed away here, I promised on their memory, that we would not let them down. Here would begin a new story of us kobolds, and we would most certainly succeed.



It has been a week now. We have delved deeper into this place, and all of us have been simply amazed of it all. Tunnels beneath the rock like the dwarves, buildings aboveground like the humans, it was as if the people here had been inspired of all the things they had seen in the world, and brought together them all to this place and build from it.

All we could do for them now, was proper burial. It was not easy. Most of them were badly decomposed, and we moved many to their final resting place underground in the tunnels they had dug. No one could keep themselves from being brought to tears as we moved the adults, elders, and even the children to the coffins of stone. No one called each other out on it. It was hard on us all to bury so many. But we did it regardless, to honor the dead who had created such a marvelous place and paid such a horrible price for it.


*OOC NOTE: I sort of forgot about the fact that you can't bury the dead upon reclaim. So don't think too much about the piles of bones in the catacomb area. ...at least I THINK those are catacombs.*

It is the middle of Spring now. I have begun to take pause from our work of burial for our kin, in order to understand this place more. The work has become more slow as my men work to locate the remains scattered around the interiors, and the area surrounding this place, nothing but bones and skulls are left now.

In my breaks, I have walked the empty hallways, the soft ground paths, but with a word this place is massive. I have trouble grasping it all, it is just that amazing. It will take months for me to walk this place freely and without fear of losing my way. Along that, I have begun to take count of our supplies. For the few of us here, they will be enough for quite some time, but of course, I will feel easy once we receive our first round of supplies.

For one, to get more supplies for us, and for second, to let our leader know that we did not fail in our mission.

The men told me that they are done with the burial order. At least, they were unable to find anyone else without a proper resting place.

With Spring nearly at the end, I have given the order to move our food supplies inside. Now I just would have to think of a good place to place them.


*OOC NOTE: Seriously, this place has now so many empty rooms that I have no idea what was meant for what stockpiles. Anyone is free to correct my decisions at any point of the game, but for now, the room below the first floor dining hall is where I put all the food our expedition had with them when they embarked.*


Summer is here, and so are the suppliers sent by our home. They approach carefully, but seeing us come greet them, they reply with cheer. We discussed our situation, the victory over the goblins, the discovery that all previous inhabitants had perished, our ceaseless work to bring some order to the chaos that was all around us, but most importantly, to let people back home know that we are alive and well.

We gave them spoils of our victory to take back home. The blood-soaked clothes of those goblins who had attacked this place. It will be the proof required for our leader that we succeeded.

With the pleasantries of chatter now aside, it was time to focus on what was now in front of us. The need for storage. There was a lot of clutter all around, things laid outside under the sun and with no proper place for them that we knew of.

For the time being, I have given orders to the tunneling of new storage rooms, we will start with the logs and furniture that is all around us.

On one of my walks through this place, I came upon something... odd, odd and unsettling.

In a room, in the middle between the butcher's shop and the tanning room, there is a body. A naked goblin corpse. With a copper chopper smashed deep into it's face. Now, if it was that simple, I would not mention it here.

What is unsettling, is that the body has not decomposed at all. Gagombis was there with me, and upon inspecting the body, had to agree. The goblin was as if it had been killed a minute ago. The blood was still flowing from the wound on it's head, forming into a puddle on the clay floor.

I felt that there was something horribly wrong with the place. This particular room, something had happened here, something that had frozen this single corpse in time. I and Gagombis both carefully retreated from the room, and locked the door, careful not to anger whatever spirit of vengeance had taken home there.


*OOC NOTE: Seriously, that corpse hasn't rot a bit in all the time I've been in the fort. I'm sure it's a bug, but because these are kobolds, it seemed the obvious reaction to this sort of situation. Call it the combined vengeance of all the kobolds who died here took it upon this one goblin. Also, the goblin is completely without clothing. There's only an iron shield with it, and the chopper all in the same tile. Also, it's sort of awesome how it's just there, with no reasonable explanation.

Not soon after the supplier from the homes left, I received a most surreal report. A slugman had made it's way inside the tunnels, and attacked! But it seemed it's attack was with little threat. Jidiliblolis descended upon it, having dealt with goblins a few months ago, he beat it to death with his bare fists. I have no clue how it made it's way inside, I need to learn this place more to find this possible entryway from outside and think of a way to deal with it.

For the time being, I've ordered everyone to carry a weapon, be it shovel or axe. We certainly have enough of both here.

I need to think of a place to store the corpse as well before it rots and stenches up the place.

Upon searching for such a place, I came across something most extraordinary. Truly this place has many secrets and surprises for us all for months to come.

It was a simple room, full of bars of metal.

And not just any metal. As I inspected the bars most numerous in the room, I had no option but to admit that they were not the ordinary metals that I had seen. The room was full of iron and steel. Had the people here stolen the secrets of steel from the dwarves? I must try and locate the details of the creation of this metal. Hopefully the instructions to it's creation is hidden somewhere in the fort. It would be most appreciated by our home and leader, I'm sure of it.

I received word that a large group of people have been spotted walking towards this place over the hills. Migrants. So soon? Well, I'm sure we have more than enough space to accommodate them, and certainly could use every extra pair of hands with carrying all the things laying outside into their appropriate places.


*OOC Note: No mechanics, sorry. Just a siege engineer. Oh well. Maybe next wave.*

To give our miners some work to do, I finally decided the best course of option instead of looking for a room created by the people who lived here, to store corpses, I designated a room to be made close to the craftshop. At least anyone wanting to work with bones and skulls won't have to walk too far for it. As I heard the room previously made by us to store all the furniture was getting full, I ordered some more of the room to be carved out.




That's it for now. Will finish my year tomorrow and upload the save. Here's the summary I promised because I'm sure everyone gets tired of reading the above by line 2.

- 21 kobolds were given to reclaim with. I made 'em all stabbers, slicers and choppers. Earlier attempt with shooters didn't go so well. Need better than Novice soldiers for that skill to do real damage.

- Killed 5 of the goblins that were in the area. There were, what, 20 or 25 of them? At least a few of the goblins had names and titles.

- We only had a few injuries, no one died. Hooray!

- Moved all food indoors.

- Turned the expedition leader into the clerk, so the player after me won't have to deal with the hassle of unknown stockpile amounts.

- Farms are offline for the moment until I get some sort of order here, and most of the things scattered all over indoors. It's gonna take a while.

- The migrant wave wasn't anything spectacular. A milker, peasant, animal caretaker, furnace operator, siege engineer, and a kid or two, and a glassmaker. I'm going to give him some skill at glassmaking so we could have some snazzy glass artifact in case he moods.

- We have a load of fish despite the constant eating. But even then, we have a load of bones indoors. A lot, lot of bones. I don't think starvation is an issue for a while.

- My plans for finishing the year are obviously to get a lot of the cluttered items outside indoors so you other players won't have to deal with it(or at the very least, as little as possible given the 2 seasons I have left).

- I think the civ I embarked from doesn't have a liaison. At least one didn't arrive with the merchants. A problem, from minor to major depending on how you look at it.



I think that's about it. If I forgot something of value to note, I'll probably remember and tell about it tomorrow.

1152
Nope, nothing is forbidden. I am trying to solve that rope reed planting problem somehow. As soon as I figure what I should do about it, that is. Going to try making farms all over.

Also, I think the food problem came from starting the game with the Kobold Camp exe. For fun, I made another copy of the game and used the normal DF exe, and with that, the kobolds moved food to the designated stockpile more than happily.

The farms on it were just as "no can do boss" though.

I think I can get around the rope reed problem though. I figure there's some growing naturally around here, if the kobolds have some issue about food and seeds that are here already, I might be able to get around the problem by gathering some of the plants around the place and hope one of them is a rope reed. Then brew that, and TADAH. We should have some proper seeds again.

Oh right. We have mechanisms. I tried to make a well. Game says that we need to have mechanisms. Damn bugs.

Hmm. I'm afraid I need to restart the game. I've only gotten to Summer at the moment so not much is lost, all that I did anyway was a lot of stockpile work.

The farm problem I can fix, but I would rather not give following players the problem that kobolds don't move food automatically where they should. That's sort of a mood-breaker if every food item bought had to be dumped manually.

And I have good news. I started the new game with the dwarfort.exe. Now the farms are working again. Right. Time for me to kill those goblins.

Again.

1153
Nah, no need. I looked for it last night around 1 AM so I wasn't exactly the most observant. I found it, sort of forgot that everything is forbidden on embark and therefore, there wasn't a "road" to the depot anywhere because technically there wasn't one.

Now I've run into an interesting problem though.

My kobolds aren't moving food where they should. I made a temporary food stockpile inside, but they didn't bother moving any of the barrels outside there. I had to order the things dumped and then reclaim then to get the food where I wanted.

There isn't an order about kobolds being forbidden to use food, and there isn't an order about going outside either. So anyone have a guess what gives?

I also noticed that the farms don't have any plants listed able to be planted. At any season. When I embarked though, the kobolds were more than happy to plant rope reeds there.

Experimenting shows that they seem to have something against food that was "brought" there. Fishermen are more than happy to move their raw turtles to the stockpile though. Let's see if I can cook these things into biscuits or something.

1154
I think that'd recall the ethics and habits of kobolds and goblins to match. And I think the babysnatcher tag that gobbos have, would effectively keep them from trading with us anyway.

Oh right, before I go and do more work, where exactly is the trade depot? I've been looking all over it, but can't find it, and it's not currently reachable.

Behind some bridge or what?

1155
I think you don't even need to make tunnels. Just an embark side at one side, then another opposite of it, and you're done.

Although I can't remember if the embark site size had anything to do with it. Well not like it matters, because it's a simple job of embarking&abandoning.

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