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Author Topic: Silentthunders - We have struck spoilers  (Read 24083 times)

Loud Whispers

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Silentthunders - We have struck spoilers
« on: March 31, 2013, 05:43:55 pm »

What started out as a simple reply to the Dwarven architecture thread started to grow, and grow, and grow until it was too much for one post to contain.

There was once this Outpost called Eshomamud. This translates to Silentthunders.
It began as 7 Dwarves rushing to make pretty trinkets for adventurers and slowly turned into something colossal. Some day it might end, but I'll be damned if it doesn't end in The Universe of Forever finding itself with one more mountain to know.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This Fort has given me countless stories. Of Lor and Cerol. Of Muthkat and the Moose. The Raven bomb disaster and Captain Id's wrath. Kivish Scienceborn and Asmel of the glowing eyes. And more, so much more. I can only grasp at the few ways the Fort can end.
...But in any case, here it is, in all its unfinished glory. What do you think of it Bay12?


P.S. - Click on the images, some have fuller images available.
« Last Edit: December 24, 2014, 12:54:21 pm by Loud Whispers »
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Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #1 on: March 31, 2013, 05:44:23 pm »

Spoiler (click to show/hide)
Old image of a Barrack outside of the permanent hospital, it essentially looks the same except now everything's built and running.
Spoiler (click to show/hide)
Placing barracks outside of hospitals is a habit that comes from frequently having to treat patients that sometimes try killing the other Dwarves. Someone gave me the idea of having an observatory in the hospital, so there's a tiny dining room made up of brass tables and thrones on one end of the ward. This barracks is the second largest, with a second floor being built but it might hold the title for best looking.
Spoiler (click to show/hide)
The hospital is incredibly well stocked from a great Fortress rope reed/pig tail fiber cloth industry (something around 50 million urists in cloth crafts have been accumulated), with plaster from caravans (running out - the caravans no longer show up), splints, crutches, vast access to freshwater (more on that later, not shown in pic) and only lacking in soap. There are two Doctors, Doc. Tekkud Oakchanneled and Doc. Onol Bloodshark who are both skilled craftsdwarves in their off-time and skilled doctors on duty (and they actually help patients!). They've saved all but two patients that came to them, the first happened in the Fort's infancy. Winter came and the river froze when that fateful battle occurred for Cerol, and water was not found in time. The second was unfortunately too savaged to save from infection. Both were of a resulting encounter with the eternal menace, the raven.

It's very fortified on account of it being in the overlap of the Overworld and the passage that leads to the Quarry, which in turn has a sharp ramp leading into the caverns.
Spoiler (click to show/hide)
Though it's more to keep people out of the caverns than to keep cavern critters in.

Spoiler (click to show/hide)
Fairly old Overseer screen cap (Overseer screen caps are a bit harder to get than in-game and stonesense ones) but it's close enough to what it looks like now. The right corner is where the barracks/hospital is, with the pathway leading into the Quarry up top. I like my Fortresses to connect to Fortresses, to be inside Fortresses, above Fortresses and as horizontal as possible. The Overworld complex is comprised of a few key buildings from which walls sprout out, connected by the towers which act as strong points in the defence. A brook runs its way through the Fort meaning the water supply is completely secure.
In the direct center is the HQ, which has nearly every lever connected to anything in the Fortress. There are so many connections that any attempt to use them will undoubtedly result in unexpected effects. Towards the bottom beneath what looks like a copper cross are the farms (massive), below that the Broke (memorial hall). Scattered here and there are gatehouses, one South and one West. Next to the hospital is the Citadel, the largest barrack and the civilian hive.

Spoiler (click to show/hide)

This is the Citadel as it stands now. It is what the Overworld complex was built around, much as the Citadel was built around the first workshops. The grass at the bottom is actually a ditch where I've let grass grow over. Burning material. The entire lower level is also reinforced with constructed walls so you won't be seeing any sandy walls in adventure mode. It's arguably the most fortified area of the entire super-complex (if you ignore the Great Halls which benefit from the Citadel's and its own). You can even see the little sentry tower  on the bottom right overlooking the path to the Quarry and the airspace around it. Those patches of beige and white on the main building are where the differences between marble and limestone blocks show through stonesense and overseer, they show rather well the scaffolding that got assimilated into the superstructure.

Spoiler (click to show/hide)
Needless to say, it takes a lot and incorporating the scaffolding saves much time.

Spoiler (click to show/hide)
This is the most habitated level with the Citadel on the left and the Civilian hive on the right. Every bedroom in the Fortress is a grand bedroom. These ones are guilded with brass, but it likely won't happen with brass again - probably copper or silver, the brass is being diverted to the construction of the Broke. Everyone gets a nice load out of furniture, all made of white stones.

Spoiler (click to show/hide)

Here you can see the remaining influence of Silentthunder's outpost days. An old hospital sits besides two dormitories outfitted to house soldiers, not migrants and of course the original barracks and stockpiles. Off screen further north is also one of the oldest buildings in the complex, the first booze stockpile. The lower levels are of course fortified to spire and back, reinforced with thick, thick walls in the event of theoretical siege actually being a siege. The citadel and the civilian hive are made up of individual cells that are mostly all asymmetrical from one another, yet close enough alike that they resemble an imperfectly natural fractal. It has that unplanned permanent look to it that I like.

Spoiler (click to show/hide)

In the citadel is also the current largest unbroken staircase, at over 103zlvls in height. I plan to use all the zlvls. All of them.

Spoiler (click to show/hide)

Cavern layer two being fortified near the Quarry works. No need to have Dwarves picked off by Giant Cave Swallows and Giant Toads while clearing the unstable ground left by piercing through the ceiling.
Not quite anything impressive just yet, but you can see the scaffolding (constructed from nearby trees), the Quarry (more scaffolding and mechanisms) and where the Dwarves have reinforced walls/dammed the lake outisde of the Quarry (that was horrifically arduous).
Cavern layer 1 is also being fortified (and is surprisingly more hostile than layer 2) but until finished, doesn't look anything worth screen capping just yet.

Spoiler (click to show/hide)
The only completed tower in all of Silentthunders. Pretty thing, it's also going to be the smallest. Not sure what to name it, will think of something later. I'm not quite sure how to describe the design of it other than it's tapered to a staggering point. Gargoyles overlook the land. I am considering adding fortifications that serve no purpose but to look awesome. It's somewhat reminiscent of a fortified lighthouse or watchtower as much as it is its own strongpoint, what with the interchanging fortifications/windows at the very top.

Spoiler (click to show/hide)
I don't like how most people's farms are small, dreary holes in passageways manned by depressed beardless Dwarves. As a result, it has a vast quantity of statues as befitting an Englishman's garden, with a footpath both above and below ground. On the bottom is the Broke, with the brook running through it and memorials standing amid a sanctuary. On the end stands an old Willow tree, older than many of the buildings that grew around it. The memorials nearer the bottom are of those who fought and died against Silentthunders' finest. The top shows the fallen Dwarves of industry and valour. Far at the top the workshops can be seen. The workshops are a scattered mess that were meant to be temporary... Only they never really moved. As the buildings grew around them the workshops became more and more permanent until they became the center of activity for anything that wasn't construction or kitchenry.

Spoiler (click to show/hide)
That is the main frame for the Tombspire being built for the greatest contributors to the Fortress hanging over the farms. Quite a lot of it is constructed from precious metals.

Spoiler (click to show/hide)
Screen cap of the farms from late winter, when most underground crop activity slows to a standstill. Note the hatred for sand/loam walls. If an adventurer can't see them, the better!

Spoiler (click to show/hide)
A megaproject: The Brass Tower, with the artifact limestone door Velasiv on top. Completed.

Spoiler (click to show/hide)
The courtyard with its aligning etchings that spill blood onto the levels below. It's huge, with 3z lvls of open air within. It houses the trade depot as well as the raven bomb and the entrance to the Fort complex/exit to the Brass Palisade.

Spoiler (click to show/hide)
The Quarry is one of the first few structures to have ever been made in the Fort, and it has since grown to become a megaproject which has in itself created more megaprojects. It links the caverns to the surface via a large and sharp rampway, ensuring even Overworld dwellers can have some Fun.
Currently it is over 30zlvls deep, with digging leveling out here due to obstructive layers requiring controlled cave in to demolish. Technically that screen cap is a bit out of date, there's now an inverted fortified dome. Just in case.
Spoiler (click to show/hide)

*EDIT
Fixed broken images
« Last Edit: December 24, 2014, 07:02:36 pm by Loud Whispers »
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Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #2 on: March 31, 2013, 05:45:29 pm »

Spoiler (click to show/hide)
I really love this screen cap. It's of the Brass Battle-axe that looms over the front entrance to the courtyard. Those pillars are rigged to detonate at the pull of a lever.

Spoiler (click to show/hide)
DOWDING DEFENCE system. It's unique in that the top dome is entirely made up of windows - this was a tricky one to build. It was the culmination from an experiment with the arena...

Spoiler (click to show/hide)
A 3 tiered arena (no sand) with 2zlvl high window barriers, entirely self supporting - no floors or walls. The bottom is pockmarked with brass grates, I may consider adding pipes to it later to allow for washing. As with all good things, the knowledge of their construction is going to be put to the test for something big.

Spoiler (click to show/hide)
The Broke is a building to remind the Dwarves that the more of them that fall, the higher they rise.
The higher they rise, the more of them will fall.
For all the bodies, they get interred within the new tombs - which are incredibly secure. Something I find quite saddening is my Dwarves burying the former Monarchs and Generals of their civilization that succumbed to the enticements of Necromancy next to their own. Silentthunder's Dwarves came home.

Spoiler (click to show/hide)
THESE tombs are much like the Quarry, ancient. They were originally used to preserve the corpses of dead Dwarves, but that didn't exactly work out as intended. Or rather, it did.
It's currently infested with undead ravens. Long story. Don't ask.
You can see the memorials and statues over the graves of the earliest of fallen, who have since been moved to the tombs (though their shrines are untouched).

Spoiler (click to show/hide)
Everything's larger in Silentthunders! These are the archery ranges to accommodate the needs of Silentthunders' many Marksdwarves. The archery range is so large that it cannot be captured in one screencap. But it looks all the same all along the way, so you're not missing much. The archery range is quite messy compared to the purposeful constructs that the rest of the Fort boasts, and deliberately so. I wanted to make that area look rough, and I think every archery target should be engraved (there are engravings on the walls behind every archery target).
Silentthunders Dwarves take Marksdwarfship seriosuly. Olin's armoury can even boast some bows and arrows!
[Not that you'll find any Dwarves using them. Not nearly as good quality as the good craftsdwarfship of a crossbow].
You can also see the large stockpiles just to the south. The stockpiles are gargantuan.

Spoiler (click to show/hide)
The prisons hang beneath the ramps of the Quarry, it's a long way down. There are enough cells to imprison my entire Fort's population if the need arises, as well as specialist cells that are completely enclosed or cells that are full of bees. To date only one person has stayed in the prison; an elf diplomat who insulted the Fortress. It went insane and "fell" off.

Spoiler (click to show/hide)

Badly cobbled together image of two screen caps. These are sparring pits for the Dwarves. They fall in, swim some more. Even when they are dried they still provide valuable armour training and toughness training (even for the children!) as they fall. The second one was never filled because it was discovered Dwarven mothers would often leave their babies in water to save themselves. This was workable with shallow pools, but would almost certainly result in death by drowning in any deeper waters. Also after the update a 2zlvl fall could cause broken bones. Maiming the military would be counter-productive to its health. Hence why only the first one is used.
They are both floored over with unused farm plots. Cheap, stop plants growing. Do not take up mason's time.

Spoiler (click to show/hide)
I ♥ Moose pit
The Moose pit is that big circular structure there. It too, is relatively speaking, old. It got its name from the undead (prominent among them some Moose) as well as the legendary conflict between Mutkhat and the Moose. It was used to execute everything from pets (they have never been found to this day. Partially because they were butchered and cooked into roasts) to goblins and kobolds. Unfortunately it reached critical mass and stopped any more wildlife from encroaching onto the map, so it had to be cleared and fell into disuse.
Then it got fortified. Reaaally fortified. And it isn't even completed yet, there are big plans for this. And some day it might even get to fill itself to the brim with the undead again. The innards of this beast of a building are raw; sandy and rough stones. Perfect.
Up to the left is the Western gatehouse. Pillars rigged to detonate nearby and you can see in the towers Silentthunders' signature.
Doors, doors everywhere.

Spoiler (click to show/hide)

Did I mention doors?

Spoiler (click to show/hide)

Another megaproject. This one nears fruition, a plan to turn an abandoned tetrahedrite mine into something beautiful. It's working. More on that if finished.

Spoiler (click to show/hide)

The reservoir is big. Very big. A lot of wells so all Dwarves can drink without ever having to queue in the event of boozpocalypse. There is a problem in that things that go into the well are very hard to get out. There is a stair well but Dwarves cannot go inside. One time a zombie goat fell in. Marksdwarves kept shooting it but it didn't really achieve much. Had to get it to climb out itself.

Am considering modding in war-fish to guard the reservoir. Not sure if dwarfy.

*EDIT
Fixed broken images.
« Last Edit: November 08, 2014, 03:47:48 pm by Loud Whispers »
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Catsup

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Re: Silentthunders - My not so completed Megafortress
« Reply #3 on: March 31, 2013, 06:16:25 pm »

the moose pit is interesting, what did you use to resurrect the dead animals? a necromancer? or is this a evil embark?

oh and you dont need to mod anything in to guard the reservoirs, war cave crocodiles are nice and fast-breeding fodder that can be used to guard it.

Greenalien

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Re: Silentthunders - My not so completed Megafortress
« Reply #4 on: March 31, 2013, 06:20:35 pm »

That, sir, is a lot of key pushing.
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CaptainLambcake

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Re: Silentthunders - My not so completed Megafortress
« Reply #5 on: March 31, 2013, 06:39:34 pm »

bullshit.  i've seen a fort with a "moose pit" in another forum post awhile back, and they had the same screen shot of the jail.
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Xantalos

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Re: Silentthunders - My not so completed Megafortress
« Reply #6 on: March 31, 2013, 06:46:21 pm »

Holy crap this is huge.
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Newbunkle

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Re: Silentthunders - My not so completed Megafortress
« Reply #7 on: March 31, 2013, 06:57:16 pm »

Not only is this awesome, it's also very inspiring. Now when I get bored I'll think of this and work out how to beautify the map. Thanks for taking the time to post!
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Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #8 on: March 31, 2013, 07:27:46 pm »

These Dwarves are tiny devils. They've murdered the forests - the sky itself vomits their blood upon their hateful heads. Day and night the smoke rises from the ashes of what was once a bountiful forest. The ground is dead. Their stone has engulfed the soil, no trees can ever hope to survive in this abomination. They gouge the ground with copper claws, stacking it higher and higher and they call it beauty.
I have noted the location of several key defences in their halls of cold stone. The Dwarves have ensured I am followed by soldiers everywhere. The baron talks to me of the Dwarves' "appreciation for trees, for providing them with comfortable beds," with a loaded crossbow at his side.
They accuse me of murder. I tell them if I had murdered their fellow Dwarf I would not be hungry. They do not listen.
I think they will execute me for a crime I have not committed. I give this letter to a brave Lungfish in the hopes that it reaches the Elven retreats.
With Elven regards, Avetho Bethaené

Thought for the day: Dwarven cuisine is much like their intellect, seriously lacking substance and having long since expired.


Spoiler (click to show/hide)

Autopsies on the splattered remains of Avetho determined the cause of death was gravity. The Elves wished the remains of Avetho be returned, but were promptly disappointed after hearing that Avetho's body had come back to life and disappeared. Rumours that Avetho's skull was fashioned into a helmet are completely false. It was made out of several ribs and femurs.

Besides this one incident, Elf-Dwarven relations are not negative, if not downright positive. The Elves gifted the Dwarves with tokens of appreciation, key among them a great Giant Desert Scorpion called Kubuk. The Dwarves accept great swathes of wines and in exchange give the Elves vast amounts of rope reed fiber cloth.
Elf caravans that brave the journey through the spidery forest find themselves laden with cloth to peddle to the Human Fortresses elsewhere. Sadly to date no Elf caravan has managed to pass the Necromancers' blockade.

the moose pit is interesting, what did you use to resurrect the dead animals? a necromancer? or is this a evil embark?

oh and you dont need to mod anything in to guard the reservoirs, war cave crocodiles are nice and fast-breeding fodder that can be used to guard it.
Half way evil, all the stuff covered in blood brings the dead back to life. Though there are three necromancers for domestic bacon production in the neutral side, with one of the Necromancers linked to the refuse stockpile in case an undead army is needed to destroy the Fort at a moments' notice (slowly being replaced by the raven bomb).

That, sir, is a lot of key pushing.
Perfected! To an art!

bullshit.  i've seen a fort with a "moose pit" in another forum post awhile back, and they had the same screen shot of the jail.
Yes, that would be mine.
Spoiler (click to show/hide)
Earliest mention of the moose pit. I could find.
There are a few screen shots I've reused, because they were so damn lovely and they came from parts of the Fort that have been practically unchanged (such as from parts that are finished).

Holy crap this is huge.
Taller. Better. Slower. Stronger.

Not only is this awesome, it's also very inspiring. Now when I get bored I'll think of this and work out how to beautify the map. Thanks for taking the time to post!
No problem! My pleasure really, ideas are for spreading!

Russell.s

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Re: Silentthunders - My not so completed Megafortress
« Reply #9 on: March 31, 2013, 07:51:49 pm »

I've always admired your fort when I see screenshots on occasion Loud Whispers, but I'm always curious about one thing: FPS!
How do you stop your fortress succumbing to slow, grinding death with all that dug out space? Any tips you could share for keeping things running as smoothly as possible? Do you wall off sections or atom-smash items or keep the death-list to a minimum or something?

I've built a few 'mega' fortresses in my time, but they almost always end up being ridiculously slow due to the massive amounts of space I dig out (70z lvl artificial cavern, anyone?). I want a big fort- but I don't want things to be running around at 1 fps!
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Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #10 on: April 01, 2013, 08:39:01 am »

I've always admired your fort when I see screenshots on occasion Loud Whispers, but I'm always curious about one thing: FPS!
How do you stop your fortress succumbing to slow, grinding death with all that dug out space? Any tips you could share for keeping things running as smoothly as possible? Do you wall off sections or atom-smash items or keep the death-list to a minimum or something?
Spoiler (click to show/hide)
Traffic designations. Use em. Granted, my FPS is still horrifically terrible so it's a moot point really, just make sure you can cut down on all the open spaces. One of the advantages of having doors everywhere.

Russell.s

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Re: Silentthunders - My not so completed Megafortress
« Reply #11 on: April 01, 2013, 09:46:48 pm »

Traffic designations. Use em. Granted, my FPS is still horrifically terrible so it's a moot point really, just make sure you can cut down on all the open spaces. One of the advantages of having doors everywhere.

Thanks! I will definitely update my new fort with traffic designations. I try to avoid large open spaces cause I know they're terrible for pathfinding, but I just love the look of large open spaces and massive halls with pillars etc.!
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They Got Leader

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Re: Silentthunders - My not so completed Megafortress
« Reply #12 on: April 02, 2013, 01:21:02 am »

As always, Whispers, you outdo yourself. I am very pleased with this construction!
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guitarxe

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Re: Silentthunders - My not so completed Megafortress
« Reply #13 on: April 02, 2013, 03:58:40 pm »

What program did you use for the 3d shots? Visualizer?
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Loud Whispers

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Re: Silentthunders - My not so completed Megafortress
« Reply #14 on: May 11, 2013, 05:19:37 pm »

The roar of the river ebbed into the slow, constant hum of the life bearing water as it trickled through the depressurization pipes.
Spoiler (click to show/hide)
With such precision of engineering the river chose to fill each segment with seemingly deliberate process.
Spoiler (click to show/hide)
A process unknown by most all of its engineers. Where one would expect the water to go the water would flow up, around and everywhere but down [except where it felt like it].
Spoiler (click to show/hide)
Until the lower tunnels were completely blue and all those segments connected to the mains pipe were almost full!
Yet there was a problem. The river decided it didn't like working under insufficient pressure [it lazed about watching the Dwarves work without so much as a single stir], so it fell to the engineers to devise a solution to pressurize all of the other water into working again.
Spoiler (click to show/hide)
An ad hoc water pump that sputtered in and out of life and death, saved only by the hands of the mechanics and engineers with the help of a single water wheel for life support.
Spoiler (click to show/hide)
And the water was happy!
Spoiler (click to show/hide)
Very happy indeed!
Spoiler (click to show/hide)
Two exhausted engineers, an entire army of miners, stoneworkers, architects and several years later; it was completed.
Or functionally completed anyways.
And when it all drained:
Spoiler (click to show/hide)
Life!

Megaproject complete
[a few minor optimizations that need addressing but the actual structure is complete and functioning]
Spoiler (click to show/hide)


Spoiler (click to show/hide)
This is a remnant from piercing through the cavern layers in the Quarry, one of my favourite megaprojects. They were formed when channeling proved too hazardous [after incurring many deaths] and it was concluded controlled cave ins would be far safer and more satisfying at removing these obsolete ceilings. The first layer's debris was dealt with this way, eliminating much useless stone in the process whilst also making impressive cascades of rock:
Spoiler (click to show/hide)
There was much great pride in the fact that the pit had become so deep the dust couldn't even reach the surface. Edem tended to his bees on the edge staring down at this giant boiling rock geyser without a single worry.
Fuck yeah Dwarf Fortress.
Spoiler (click to show/hide)
The Quarry now reaches completion with miners carefully channeling and stoneworkers smoothing the walls within the magma sea itself. Through planning they hollow out the bottom levels until only floors stand, once complete the combined leftovers from two cavern layers and 6 layers of scaffolding will come crashing down, smashing away all the floors until a completely uninterrupted vertical descent into the magma sea is all that's left. There should be at first 12zlvls of rock clouds but I'm really interested in seeing how far the tip goes, plus it's going to stir quite the magma storm. The smallest cave-in in the Quarry created a dust plume that went up 16zlvls up from the impact floor. Might even wake up a spire and drop it on them... But that seems rather cheap.
Of course the proper safety measures have been taken to ensure no ramps are destroyed along the way. How many pigs shall I place on the pedestal? I imagine the magma gods need some offering for keeping most of the fire imps and magma crabs at bay. Those floors are being built out of useless stone from the base of the mining operations that will extend the radius of floor smashing from the destruction.

*EDIT
Fixed broken images.
« Last Edit: November 08, 2014, 03:07:18 pm by Loud Whispers »
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