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Messages - Lord Urist

Pages: [1] 2 3 ... 5
1
DF Modding / Re: Dwarven Sieges and Ambushes
« on: April 13, 2012, 01:37:16 pm »
Also, change the ADVENTURE_TIER: value to 4. That tag is a little ways down the file, you might have to control-f to search for it.
Be aware that by doing this you'll end up having twice as many dwarf civilisations as normal, which means you'll have a heck of a lot more dwarves than elves and humans and the like. Should make legends mode interesting...

2
What appears to be really strange is that if I have my 'wait' time on a fireball or whatever spell be 100, then I just have some small-ish delay before I can cast it again. But it seems the duration of a transformation spell should be no more than ~20, because otherwise it takes AGES to wear off. I don't think the two are syncing up nicely there...

3
Alrighty, got it working nicely! Thanks to all for their help. :)

4
Aha! Knew I was missing something. How does the number associated with the END: correlate to time in-game? Frames?
This means that there isn't a way to turn back when you wish, only and always and the end of the timer?

5
So after some mucking around, I've figured out how you can turn into an all-powerful fire elemental of firey doom. Only problem is, turning back into human form doesn't seem to be working very well, i.e. not at all.

It seems I can only make one turn-into-another creature action, and after that I cannot change into any other creature, ever. Although the return interaction is definitely firing, because the text of 'you return to human shape' is appearing when I use it.

So, question is, what am I doing wrong? How can I return to human shape after sating my thirst for destruction?
If this isn't possible, is it possible to automatically return to human shape after a given amount of time?

RAWS:

Added this to my 'wizard' creature (basically a duplicate human)
Spoiler (click to show/hide)

The entirety of the fire elemental creature, the return-to-human interaction is near the top:
Spoiler (click to show/hide)
(Yeah, needs a bit of work to make it more firey-doom, but it's a start)

The turn-into-firey-elemental-of-doom interaction:
Spoiler (click to show/hide)

And the return-to-human interaction. Only male version atm, when I get this working I'll duplicate and create a female version:
Spoiler (click to show/hide)

6
DF General Discussion / Re: Most horrific dwarf injury yet!
« on: August 11, 2011, 05:26:58 pm »
So I suppose you've modded in beards yourself. Are they capable of using them like extra limbs?

Modded-in beards? What kind of man dwarf god frog TOAD god would Toady be if he left beards out?

But seriously, nah, they're vanilla. It's just very rare that they're actually injured, and that's generally the only time you see them outside of the character description.
fixed
fix'd again. They're different creatures y'know.

7
DF General Discussion / Re: Dwarf Fortress Trailer?
« on: August 11, 2011, 05:21:51 pm »
(Just posting a suggestion, 'fraid I can't help out with this other than that)

Use the basic ASCII for the trailer, but you should dedicate at least one video/part of video to explaining and showcasing tilesets and graphic sets. That *is* part of the game after all, and many people would prefer playing with one. (Whether it be Mayday-style mega-graphics or simply a different typeface.)

On the script, the lines are too short, you need longer sentences etc. Don't forget that a person looking at what's on the screen will just see a mass of letters and numbers and suchlike, so someone talking is absolutely vital to not only explain what's going on but to keep the viewer interestd.

Also, show some late-game big forts as well. Smoothed walls, floors, dining halls etc. can actually be a lot easier for a person to get their head round (due to their clear boundaries) then when they look at the dwarves+wagon at the very start. Also, avoid engravings at all costs. They're really confusing to look at. (especially if you have the little pictures option turned on)

With regards to layout, I think perhaps have it be DF that takes up the entire space on the screen, but also somewhere show a speed counter (Something to the effect of 1x, 2x, 0.5x in one corner) to indicate when you change speeds. Also have the person speaking at that time explain that 'alright, we're going to speed time up now - see the number in the corner go up - while we wait for our dwarves to scurry around and finish doing <task just set>'. Then, if possible, have it pause every now and again and have the screen fade/transition some other way to a picture of what's happening. Illustrations like that can really help someone understand what's going on, and get into it more. (Having several for different lose conditions would be awesome, at the end of the trailer.)

Due to the scope of DF you'll probably want to create several trailers focusing on different things. (but remember to have some more 'boring' and some more 'exciting' stuff in each. Perhaps each one could end in a different lose condition.) But remember this isn't a tutorial, this is a trailer. So you'd want to leave out some of how it works, 'press c' etc. Similarly, when filming make sure the screen is entirely showing what's happening - having part of it showing the controls/minimap isn't necessary.

Oh, and if you can get a few different people interested in the job, it might be worth holding a poll on these forums for who would be best for the speaking part - because not everyone can speak clearly / in an accent people understand / etc.

Just my 2 dorfbucks.

8
DF General Discussion / Re: hypothetical question
« on: August 09, 2011, 06:04:12 pm »
Won't work - there's been a lot of work trying to figure this out, and whilst I don't know what the latest in research is, I know this much:

-Dropping a:
Code: [Select]
XXX
X X
XXX
will just end up with:
Code: [Select]
X X
XXX
XXX
(everything just falls down as far as it can)
Note that that is for natural walls. Constructed walls deconstruct into whatever was used to make them, making them utterly useless for this.

-Semi-molten rock at the bottom of lava will just swallow it up, so it's not going to stop - just *poof* out of existence. :P

-I think there's been some experiments with this sort of layout (X being a natural wall, W being water) but I don't know the results:
Code: [Select]
XWWWWX
XXXXXX
X    X
XXXXXX

-If it doesn't land on semi-molten rock, you can drop this:
Code: [Select]
X X
X X
X X
X X
X X
X X
X X
X X
X X
X X
XXX
Where it's tall enough to stick out the top of wherever you drop it, eliminating the need for a ceiling. This doesn't really count though. :P

There's probably some other things to do with this as well, but afaik no-one's successfully made a droppable submarine.

9
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 09, 2011, 10:10:17 am »
Well, that didn't exactly work out. Thus follows the log of Nish the Expedition Leader in the second year of Treasureglazed.
--------------------------------------------------------------------------------------
Year 201
1st Granite
Oh... oh my. I am lost for words, speechless. Just as soon as I close the logbook for the first year, and prepare to start writing the second, I hear this from the miners:
Spoiler (click to show/hide)
Truly we have been blessed.

3rd Granite
Perhaps I spoke too soon... Armok preserve our souls.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
This isn't good... we have a population of 16 and a military of 4, only two of which know which end of a spear goes in the enemy! The miners have been
Spoiler (click to show/hide)
The miners have been ordered to seal up the shaft, but...
Spoiler (click to show/hide)
Just as we were toasting the success of the first year - the second immediatly comes to get revenge. Our prospects of survival do not look good.

7th Granite
We... we survived. The shaft was sealed up, and the Demons seem to remain unaware of our presence. Let us hope it remains that way.
Spoiler (click to show/hide)
Author's note: Where the heck is the magma sea? o.O

10th Granite
We struck the magma sea. Truly this is an amazing start to the year. It remains to be seen if it is a blessing or a curse.
Spoiler (click to show/hide)
We also struck 2 more adamantine veins.

21st Granite
Migrants!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Our population, previously at 16, has more than doubled to 35. I'm not sure we can accomodate this many more people! At least we have more recruits for the military, by the looks of things.
In other news, that guinea pig that got stuck in the caverns has bled to death.
Spoiler (click to show/hide)

1st Slate
Kubuk, one of our... quite frankly useless clothiers (why do we have so many??) has withdrawn from society:
Spoiler (click to show/hide)
Let's see what happens.

12th Slate
Kogan, our woodcutter - who took over after poor Alath died last year at the hands of the badgers - has been attacked by a giant badger. Fortunately, he made it out of there in only two pieces - his right hand, and the rest of him. It's more than could have been said for Asath.
Amazingly, he's still walking around, and doesn't require a doctor. Just as well, as we don't have one.

14th Felsite
We are under attack!
Spoiler (click to show/hide)
Only stranglers though, let's see how this goes.
Already we have lost two:
Spoiler (click to show/hide)
Although we don't really care about the piglet. Or the clothier for that matter. (Author Note: That was the one who became moody!)
And the bridge is raised. We are safe - for now.
Spoiler (click to show/hide)

24th Hematite
We have chosen to remain hidden behind our walls and raised drawbridge, at least until we can give our fledgling military some weapons... or armour for that matter. As the Elven caravan that arrived became subsequently trapped behind the drawbridge, they have been desperately searching for a way out. One of the miners reported this:
Spoiler (click to show/hide)

3rd Malachite
We have decided we must break this siege - our military stands ready to fight. The drawbridge has been lowered, and they are going to go out and face the stranglers.
Battle is joined, and almost immediately one our recruits, Kib, goes down.

5th Malachite
Hurrah! The siege is broken! Kib was the only casualty, but several of the others have sustained injuries. This is a bad time to realise we have no doctor.

10th Malachite
We are currently making a pump stack to take the magma from deep underground, and get it to nearer our industrial area. However, to do this we have to go through several caves. A giant mole snuck in through one of the entrances and badly mauled a miner before it died. Let us hope the miner survives.

20th Malachite
Oh noes!
Spoiler (click to show/hide)
Thankfully, the cavern section in which he has appeared has recently been sealed off. We should be safe. Unless he can fly over our walls.
Spoiler (click to show/hide)
Dammit, he can probably fly.

22nd Malachite
Well he didn't appear to notice us - we finished walling off that cavern completely, so we should be safe.

24th Limestone
*More* migrants. Otherwise known as more people to haul stuff.
Spoiler (click to show/hide)

4th Sandstone
Well as part of making the magma pump stack, a stupid child got trapped on the wrong side. And the miners don't want to rescue him. If it wasn't for that fact that his father is the militia commander I'd leave the stupid to die.
Spoiler (click to show/hide)

20th Sandstone
Well, this is not Nish writing now - it is Logem, the bookkeeper. Nish has been taking by a fey mood, and is currently running around grabbing pieces of wood. I fear for his sanity.
Spoiler (click to show/hide)
He just woke up in the middle of the night, declared that he had to make something - I know not what - and ran off!

26th Sandstone
I have done it! I have completed my life's work... Godeninstol, a highwood cabinet. It menaces with spikes of highwood. I hope this is something I shall be remembered by.
(Author's note: This was crafted from a single highwood log, and is worth a total of 2400 dorfbucks. It's sole addition is some spikes. Not very impressive!)
Spoiler (click to show/hide)

28th Sandstone
...oops. We should really have learnt our lesson with Alath. Slabs being made now!
Spoiler (click to show/hide)

7th Timber
We've got another uninvited guest.
Spoiler (click to show/hide)

9th Timber
Kib has been put to rest.
In other news, we have built a small bridge across the gorge so that our woodcutters may chop down the wood there. Nasty elf-stuff.
Spoiler (click to show/hide)

16th Timber
Oh... oh no. This might be the worst disaster we've had yet. We attempted to do some quick work in the caverns, to help improve the drawbridge defences (Author's note: I realised I had forgotten about diagonal movement when building the moat for a drawbridge.) but alas, one of the Forgotten Beasts - Litheme, a giant beetle - made its way in during those few brief moments. The miners, woodcutters and what passes for our military have all be drafted to fight it. We do not hold out much hope.

1st Moonstone
We are down to 26 dwarves. Litheme is missing, assumed dead, having fled into the caverns with just about all of it broken in some way. In doing so we paid a heavy price - its deadly dust killed the entire military, miners and woodcutters - those who were initially conscripted to fight the beast. After that everyone charged it. I am not sure we can go on - we have no axes or picks. To this end, we have chosen to abandon the fort for now. With luck, we may be able to reclaim the site next year, with a fresh expedition. But for now this is to be my last entry in this journal.
--------------------------------------------------------------------------------------
Well, I check Legends mode and that nasty beast did die. Who killed it? Logem the bookkeeper, who  shortly thereafter suffocated. Although Litheme had only 5 kills to its name, it in fact killed many more, Logem amongst them, from its 'deadly dust'. So it actually killed about 20 altold.

10
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 07, 2011, 05:23:00 pm »
Hmm, call me crazy but I'm planning on pumping magma up from the magma sea (-112) to my forges (-6). A pump stack 106 z-levels tall...  :o

I might just try a magma piston. :P

11
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 07, 2011, 04:13:04 pm »
This isn't quite vanilla - as said in the original post, there's a few of the weaker civs from the Fortress Defence mod added too.  ;)

12
DF Dwarf Mode Discussion / Re: Atempting the "Cave Challenge"
« on: August 07, 2011, 01:20:42 pm »
Cave challenge? Real dwarves play the !!Underworld Challenge!!
 8)

13
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 07, 2011, 01:15:41 pm »
Double post, but I think this merits it - am I the first to hit the underworld?  :o

I've literally just hit it as I start my second year. Details of my survival / crumble-to-end-ness to come in the next installment! :D

14
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 07, 2011, 09:59:43 am »
Thus follows the log of Nish Durallolor, Expedition Leader of The Primitive Fountain:
---------------------------------------------------------------------------------------------
Log of Nish Durallolor, Expedition Leader
1st Granite 200
Well we finally got here. Looks like the last expedition here didn't meet with much success - not a hole in the ground and I think I spy the remains of an unfortunate yak in the distance:
Spoiler (click to show/hide)
There doesn't seem to be much else to see here either - just snow, snow, snow, as far as the eye can see. Bleurgh, give me a nice warm cave any day!
Spoiler (click to show/hide)
First order of business, order the forcible removal of those nasty trees. Plus, we could use the wood. Here's hoping no Elves come whining at us. Now, time to strike the earth!
Author note: I think I did something wrong, Nish the 'hunter' has only come with a leather robe and cap. What happened to the other stuff? I also realise that since he owns it Kogan cannot have it. Oh well.
Almost immediatly the weather turns against us:
Spoiler (click to show/hide)
I can't wait to get myself below ground. I'm colder than a... very cold thing... out here. I think icicles are beginning to form from my nose. I think I'll go nag the miners to get digging.

14th Granite 200
Thank Armok, the weather has cleared up!
Spoiler (click to show/hide)
Perhaps I can finally shake the snow out of my beard and clear the icicles from my nose! I'd wager those Elves have had a hand in my misery here somehow.

21st Granite 200
I went for a short walk today, and saw something quite worrying:
Spoiler (click to show/hide)
Some honey bees have a hive... on the frozen river. This doesn't bode well for whether the river will thaw or not. I'm hoping we've just got a case of spectacularly stupid honey bees here, because otherwise we might be in real trouble later on.

5th Slate 200
Damnations! May every elf responsible for this burn in the fires of Armok's wrath - we've struck an aquifer! Useful, perhaps, in a place cold enough to freeze my snot solid, but I'm more upset that my carefully laid plans have been scuppered. Time to redesign everything.
Spoiler (click to show/hide)

26th Slate 200
Oh my... may Armok have mercy on all of us:
Spoiler (click to show/hide)
I got Kogan, who has keen eye, to do a quick count - there's 11 giant badgers out there... waiting. Watching and waiting.

28th Slate 200
Thank Armok! Using the stone that Vucar and Urvad *finally* pried out the ground, we have a complete wall surrounding our encampment. If any badgers come to attack us now, then we'll be safe - we hope. The bridge is being connected to a lever as I write this:
Spoiler (click to show/hide)

4th Felsite 200
I might have said 'Thank Armok!' before, but truly it applies now - for that thrice-damned snow has finally gone! And to add to that joy, part of the river has unfrozen! I am somewhat confused to note that the honey bees are still there - somehow:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Are perhaps some of the bees flying and clinging to the hive to keep it out the water? I'm not sure.

5th Felsite 200
Alas! Alath has been struck down, by those Armok-damned badgers. I shall mourn his death as a friend, may his spirit watch over us all. Note: get someone to make a memorial to him pronto, we don't want his sprit watching over us *too* closely.
Spoiler (click to show/hide)
Kogan has bravely volunteered to take over woodcutting duty. With his military skills perhaps he might even kill some of those badgers. I hope. We can't afford to lose him too.
Also, I heard some mutterings from the others - apparently the giant badger in question has been given the name 'Ibeshom'. Given that that translates as 'Roastcrush' in the common tongue, it is perhaps an appropriate, if not optimistic, name.
Author's note: Normally I'd quit after losing someone this early on. But for your sakes I shall continue!

21st Felsite 200
The badgers have gone, Ibeshom along with them! May they never again return. Instead, we have some reindeer - now I pray they will prove to be less deadly than the giant badgers.

6th Hematite 200
I am not happy. I have slept in the dirt recently, slept in the grass recently, slept uneasily because of the noise recently, have lost a friend to tragedy recently AND had to watch that friend decay. I am also making a point of complaining due to the lack of chairs. No matter how much the other dwarves try to reason with me that none of us are carpenters or masons enough that we can make chairs, and therefore to quit whining, I will not do so! We need chairs dammit.
Spoiler (click to show/hide)

7th Malachite 200
Our first wave of migrants! Let us see what they bring to our fledgling fort:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I don't imagine we'll have much use for a shearer, though his fighting skills might come in useful. I don't think we need a clothier either. The others don't look so bad - an armoursmith is just what we've been hoping for, and we can always use another miner. I suppose a mechanic is useful too, right?

9th Malachite 200
Well dammit, someone left some cheese to rot:
Spoiler (click to show/hide)
Nasty purple stuff is everywhere.

27th Malachite 200
We used up all our milk stocks - they are now all cheese. I am running out of meangingful things to put into this log, but I remember what old Morul back at the Mountainhomes told me - 'May you never live in interesting times. Interesting times have a habit of being deadly.' I guess that means things are going well!

25th Galena
Well not much has happened to report! However, I've just heard word from the miners that we have strucks some caverns:
Spoiler (click to show/hide)

26th Galena
Well, I am impressed. I went down to have a look at these caverns myself, and... I am gobsmacked. I stared down into the inky blackness and could see absolutely nothing - it went down further then we could see. As an experiment, I picked up a nearby rock and tossed it into the cavern. None of us heard it land. I have ordered the caverns walled off for now - I might not have heard the rock land, but the scrapings and scratchings that I can hear are more than a little frightening. We don't want to lose more dwarves.
Author's note: The caverns went down a tremendously long way - so far that I went down as far as I could, and this picture shows all I could see at the bottom:
Spoiler (click to show/hide)
I make it 64 z-levels deep, that I can see. It probably goes down further.

29th Galena
Yes! Our long chair-less nightmare is over!
Spoiler (click to show/hide)

1st Limestone
My, time is getting on - it's autumn already! We expect merchants soon, hopefully they will bring us fine quality booze from the Mountainhomes. We have thusfar been subsisting entirely on what we brought with us, and having now gone 2 seasons drinking nothing but, it tastes like an Elf has done something in the barrels. Maybe... maybe they have. I'll post a guard tonight.

3rd Limestone
Oh.. oh Armok. I wrote earlier about getting Alath a memorial, poor victim of the badgers that he was. We, I'm ashamed to say, forgot. And it looks like he has come back for revenge.
Spoiler (click to show/hide)

18th Limestone
Alath's been haunting various bits of the fortress, following people around, sightless eyes staring after people in confusion. I've caught a glimpse of him myself a few times... it is a visage of horror. I can hardly stand seeing what was once my friend like that, moaning and scraping and shambling through walls. I've seen a few of the cats standing there, hairs pricked up and staring intently at something I can't see. More than once they've run yowling through the fortress. I am scared.
Spoiler (click to show/hide)
(Haunting the food stockpiles!)

4th Sandstone
After a month of haunting us, Alath has finally been put to rest. We can all be thankful that he chose not be malicious in his return, instead contenting himself with freaking out everyone nearby. It could have been worse.
Spoiler (click to show/hide)
In other news the giant badgers have returned: (thankfully without Ibeshom)
Spoiler (click to show/hide)
and we have been mining a substantial amount of hematite. We hope to kit out our fledgling military-to-be in steel.
Spoiler (click to show/hide)

21st Sandstone
Spoiler (click to show/hide)
Let's see what they're like:
Spoiler (click to show/hide)
Plus 1 child. They look like good candidates for our future military!

2nd Timber
We have a bookkeeper. He tells me he really isn't cut out for this sort of work (Author's note: He has 'very little patience') but I told him to put up with it. We're not pansy Elves.
Spoiler (click to show/hide)

11th Timber
Well I'm pretty miserable about sleeping on the dirt all the time. Screw mining hematite, we need bedrooms!
Spoiler (click to show/hide)

16th Timber
At last! The merchants!
Spoiler (click to show/hide)

1st Moonstone
Spoiler (click to show/hide)
Brrr, the snow's coming back. Nasty stuff.
Spoiler (click to show/hide)

5th Moonstone
So we finally hauled all those mugs to the depot. The traders were perfectly happy to take about a billion mugs off our hands in return for useful stuff - leather, food, drink and 2 ropes. I guess mugs must really be in demand at the Mountainhomes.

23rd Moonstone
We started up our military! 4 of the more... useless... dwarves have been volunteered into service. They're busy punching the living daylights out of each other in the barracks. I guess that counts as training.

26th Moonstone
Cursed be! I decided that we need to get to the magma sea... but on the way down, our miners struck microcline! May Armok deliver us.
Spoiler (click to show/hide)

4th Obsidian
Well by Armok's beard, the miners have struck another cavern!
Spoiler (click to show/hide)

23rd Obsidian
Another cavern has been found deep underground.
Spoiler (click to show/hide)
I can't help but notice how waterlogged all these caverns are. Bah, we need magma, not this pansy Elven water!

27th Obsidian
As part of our tunnelling down, we had to go through, not around, the second cavern. Protected by a raising bridge and some walls, we now have a foothold in these underground depths.
Spoiler (click to show/hide)
[Since taking the photo]The bridge has been raised, but that stupid miner's pet guinea pig is stuck outside. Oh well, no great loss if the crundles eat it.

28th Obsidian
Our miners continue downwards - and have struck damp stone. We don't know the source of the water permeating the rock, but I have told them to mine it anyway.
Spoiler (click to show/hide)

1st Granite
Spring has sprung, it's the end of our first year here! Time has flown quicker than an Elf off a drawbridge.
Spoiler (click to show/hide)
I flip back through my log entries, and am impressed with what we've done here. What was previously barren, empty land is now home to a thriving community of 16 dwarves. We have farms, food and drink enough to feed all of us, the rudiments of a military, some bridges as a defence and a mug industry! The bedrooms are also to be shortly fitted, and we have plans for a dining room. We've thusfar struck 3 cavern layers, and my beard is tingling that we'll find magma soon.
We've lost only a single dwarf - not too bad - even if that dwarf did subsequentely come back.
And to top it all off, we have a Legendary dwarf among us - Urvad, founder and miner.
Spoiler (click to show/hide)
What a shame it's once again cold enough to freeze off a were-rat's ass.
Spoiler (click to show/hide)
---------------------------------------------------------------------------------------------
As can be seen, I decided to set up right around my wagon, which was just about smack bang in the centre of the map. Currently no plans to do work on anything lse outside, for underground is where any true dwarf resides! I think things have been going pretty easy - no invaders came to visit, only one dwarf down, and already one of the four military dwarves is entirely kitted out in steel. No artifacts yet though.

And that concludes this installment - one year down! I'll try to keep going, no guarantees though! xD

15
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 06, 2011, 03:14:25 pm »
Alright then, embarked with the following, let's see how this goes!

Nish Durallolor: Adequate Persuader, Competent Negotiator, Adequate Appraiser, Novice Ambusher, Novice Consoler, Novice Pacifier
-Chosen for her good personality traits and liking of zinc. Ambusher chosen for the free armour to give to Kogan! :P
Kogan Tiristkalur: Adequate Fighter, Adequate Dodger, Adequate Shield User, Adequate Armor User, Adequate Swordsman
-Chosen for her good physical attributes.
Vucar Dumategom: Adequate Miner
Urvad Kekimalath: Adequate Miner, Adequate Cheese Maker
Alath Cattenadril: Adequate Wood Cutter
Iton Fokeriden: Competent Stone Crafter
Morul Cilobesesh: Proficient Grower

Began with 2 cats and 2 dogs, and 251 yak's milk! :P

Right, here's hoping for an armoursmith or weaponsmith in the first immigrant wave to put to use in kitting out Kogan! Onwards to Treasureglazed! (Group name The Primitive Fountain.)

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