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Topics - TheFlame52

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1
DF Dwarf Mode Discussion / The hungry deads [SPOILERS]
« on: December 03, 2022, 01:11:55 pm »
Before the update on the 6th, I wanted to share my project.



It's the 10th of Sandstone, the day before the full moon.



Bembul, you brave bastard. You charged that weremoose even though the military was already surrounding it. You could have run, and no one would have been hurt. But you decided to charge in anyway, and that weremoose ripped you up.



I couldn't have put it better myself.

Fight bravely, Bembul.



Gostrim Brushgrowth, captain of the Invisible Channels, may be giving his life tomorrow too. Those cages? Well, Gostrim isn't my only necromancer. you see...



Captain Ingiz has been hard at work. You see, there's one creature I hate above all others. I hate them so much, in fact, that I'm going to inflict those creatures on hell.

Spoiler: the hungry deads (click to show/hide)

In those cages are over 200 hungry head corpses, or hungry deads as I like to call them. As well as 200 more other zombies, mostly giant birds. All together, over 150,000 urists of ravenous dead.

Gostrim is just there to give them a little more longevity.





Demons shriek and writhe in the deep! Quickly, Bembul, change your form!



Not an instant later, she does! The weremoose is a terrifying creature, armed with hooves and horns, fully half the size of a demon. Sadly, I fear that may not be enough. She is quickly overwhelmed.



Quickly dwarves! Pull the lever! Release the hungry deads! Bembul keeps the demons distracted!



Webs spray and flames burn! The beasts are free! Let the slaughter begin!

...



Well uh, that didn't go as planned.

2
DF Suggestions / Amulets should be hung around the neck
« on: November 12, 2022, 02:15:46 pm »
Self-explanatory. Crafts have been able to be worn for a very long time. Back then, creatures didn't have necks, so amulets were worn on the head. However, creatures have necks now. Amulets should now be worn on the neck. Simple change, but an improvement, I think.

3
DF Community Games & Stories / The Fall of Ebka - Chapter 1: Horror
« on: October 10, 2022, 08:24:34 pm »
The Fall of Ebka

Chapter 1: Horror

It happened while she was away.

Ebka was a hunter. She, her husband, and her young son lived in Rulac, a hamlet near the frontier. Gigantic and deadly creatures roamed the savage prairie to the south. Ebka made a living hunting these creatures with little more than a bow, her wits, and her trusty mule. Her husband Rodi stayed home, kept house, and took care of the sheep they used to supplement their income. He also helped take care of their lovely son Obin. Now that the boy was weaned, Ebka could make longer hunting trips again.

Ebka pushed her way through the tall prairie grass. Her mule’s reins were tied around her wrist. It trudged behind her, huffing and snorting as it pulled a travois carrying the carcass of a dead giant ostrich. Once back in town, the creature’s huge corpse would be broken down and traded around to the rest of the village In return, Ebka would receive enough fruits, vegetables, and small trinkets to last her and her family for a couple of weeks. She could stay home and spend some time with her family before embarking on another hunt. Ebka smiled at the thought.

Just before noon, Ebka and her mule reached the last obstacle. A long, low ridge sat just south of the village, blocking her view of Rulac’s houses and shops.  Her little house was at the very southern end, a bit separated from the others. It was always her first sight upon returning.

Upon reaching the bottom of the ridge, Ebka untied the reins from her wrist and looped them around the mule’s saddle. Walking around behind the travois, she set her back against the giant ostrich’s fat carcass and pushed as hard as she could. The mule obediently started to pull the travois up the hill. It was looking forward to resting in a safe barn. Ebka’s feet slid in the damp grass. The ostrich’s greasy feathers left dirty streaks on her skin and clothing. The stench of ostrich filled her nostrils. The spring sun beat down on her, covering her with sweat. Finally, they reached the top of the ridge, and stopped for a moment. Ebka looked down at her house.

The first thing she noticed was that the sheep had gotten out.

They milled around outside the pen, tight together, with the rams on the outside. Was there a predator nearby? Unless they were starving, predators usually stayed away from the village. Any dingo or giant monitor lizard would end up on a dinner table. Ebka grabbed the donkey’s reins and began leading it down the hill. If the sheep were out, where was Rodi? Worry showed on Ebka’s face.

The second thing she noticed was that the back door was open.

It wasn’t that uncommon for them to leave the doors open during the warmer seasons. Any moment now Obin would come charging out of the door, arms stretched out in front of him, running as fast as his little boy legs would carry him, yelling baby nonsense. She would snatch him up and carry him back into the house, and she and Rodi would embrace. She called out down the hill. “Dear? I’m home!” No answer.

Finally making it to the bottom of the hill, she led the mule over to the sheep pen and tried it to one of the posts. A rail had been broken from the inside, allowing all the sheep to escape. Maybe Rodi had taken her son to visit his sister and her children? But it wasn’t like him to leave the doors open when he did so. She stepped into the doorway.

The third thing she noticed was her husband’s corpse.

He was lying against the wall, by the door to Obin’s room. He stared blankly at the ceiling. His throat and belly had both been torn open. His spilled intestines lay in a pool of congealing blood. His arms were deeply gouged, as though he had tried to defend himself from an animal.

The fourth thing she noticed was the creature standing over him.

It was some kind of emaciated humanoid. Its skin was rough and tar-black. Its arms were long and thin, with huge clawed hands. The creature was hunched over Rodi, but it noticed Ebka. It turned and faced her. Its skull-like head was almost human, but it had three glowing green eyes. Its jaw was distended and triangular, almost like a beak, and dripped with her husband’s blood. Most distinctly, its legs were put on backwards – with knees and feet facing behind instead of in front.

The fifth thing she noticed was her son, clutched in the grotesque creature’s hand.

Her son was splattered with blood, his eyes red from crying. He saw his mother in the doorway. He opened his mouth and cried wordlessly, his hands reaching in her direction. The creature dug its claws into him and opened its mouth, emitting a low hiss, like a crocodile. Suddenly the creature leapt towards her, clawing towards her face. She backpedaled and tripped on the rough ground, falling on her behind. She raised her arms to defend herself, but with the doorway cleared, the beast simply bounded over her and loped off toward the southeast, still holding her son.

Ebka’s only thought was recovering her son. She dashed over to the mule, grabbed her bow and quiver, and ran after the creature. It was easy to follow the trail of crushed grass. Ebka settled into a ground-eating jog. Though fast, the misshapen creature wasn’t particularly agile. While carrying her son it seemed to rely on a sort of three-limbed scramble. Years of traveling the wilds had given Ebka considerable stamina. She was gaining.

Up ahead was a shallow trench, carved by a stream that came and went with the rains. The creature paused on the edge, then leapt down. Ebka drew her bow and nocked an arrow, cautiously approaching. Suddenly the foul creature leap back up over the edge of the ravine, brandishing her son like a shield.

Ebka looked her son in the eyes. The poor boy was in shock. Just staring straight ahead. “It’s okay, Obin,” she said quietly. She drew back the bowstring. “Mommy will make it all better…” She aimed carefully.

The iron arrowhead gouged the creature’s skull just above its center eye.

Suddenly the creature was upon her. Now Obin was not a shield, but a weapon. A stone clutched in the hand. The stone crushed Ebka’s left knee.

But Obin’s head was not a stone.

Oh, no.

Ebka clutched her ruined knee, covered in blood and fluid. As she watched the creature flee, still clutching Obin’s body, it all came crashing down.



A snort of smelly air in Ebka’s face woke her. Her loyal mule had chewed through its reins and followed her all this way. It must have kicked the ostrich carcass off the travois, too. She patted the donkey on the nose. Then she crawled over and lay down on the travois. It still smelled like dead ostrich. She lay there for a while, waiting for the donkey to drag her back to her empty home.



A funeral and burial service was held the next day. The gravedigger put her husband in a box and put the box in a hole. The whole town expressed their sympathies. These things happen on the frontier, they said. As if that was supposed to make her feel better. Her mother fretted and made a huge bother of everything. Her father just patted her on the back awkwardly and left. She simply ignored it all, curling herself up around the hurt, like an injured animal.

She got more in exchange for her giant ostrich carcass than she ever had before. She sold the flock of sheep, too. The doctor splinted her knee for free. Her sister and brother-in-law cleaned the house. The pantry was stocked. Everything was taken care of.

Ebka sat in the chair that Rodi used to sit in while watching the sheep. She stared west, into the sunset. Outlined by the setting sun, distorted by heat haze, sat the necromancer towers of Ateralivira.

4
The Picks of Immortality have been nearly wiped out, only a single hillock remaining of their once proud country. There is only one hope left for them: to send an expedition to the Silky Swamp, where it is said that no being can die. But the swamp titan will defend its home - and the elves and goblins that wiped out the Picks of Immortality in the first place won't take this lying down.

This is the tale of Bloodyhalls, Fortress of Immortality!


No succession fortress can go without a twist, and this fort has a big one - the fort is founded in a good biome that revives any intelligent creature that dies there, no matter the damage to the body. Not only does that include dwarves, but also humans, goblins, elves, trolls, blind cave ogres, animal men, etc. This means overseers will have to use other methods to take care of invaders besides throwing dwarves at it.

May the blood flow freely!

Rules
DFhack is mandatory. When a dwarf revives, you won't be able to control them again unless you use tweak/makeown. This script is also highly recommended. It does tweak/makeown on every dwarf in the fortress.

Turn List
Flame
Sanctume

Herodian
Ryukan




Journal of Dobar Figuredeer

1st Granite, 250

Today our little expedition departs. I have been elected as expedition leader. I look forward to immortality!

10th Granite, 250

The journey has been uneventful so far. We have been traveling beneath the mountains via the cavern roads to avoid detection.

The king did not give a name for this fortress, leaving it to me instead. So I've thought of a pretty good one. Here was my thought process:
1. We'll be immortal, but we can still be wounded.
2. Immortality + wounds = blood
3. Bloodyhalls.

14th Granite, 250

We have finally arrived at the place chosen for the new fortress. It's a relatively flat plain, lightly forested, with murky pools scattered all around. Perfect for building a surface fortress. I have ordered the digging of the fort's entrance.

We must make this place fit for the king - he needs immortality more than any of us. As a human, the years weigh more heavily on him than a dwarf.

5
SLAUGHTERHELM: FORTRESS OF THE VOID


Spoiler: Fortress Location (click to show/hide)

Turn List
Flame
Ryukan
Gigmaster
Maximum Spin

Snackfox
tundra1232 (partial year)
warbluke (finished tundra's year)
Flame
auzewasright

Rules
1. DFhack is allowed as long as you don't cheat much or you can justify it in-universe.
2. If the Voidgod dies, whoever is the Voidgod at the time takes a turn after the current turn is done.
2.5. If Terry kills the Voidgod, whoever is playing at the time is now the new Voidgod. They are required to Voidgod up their character.
3. If the fort is going to fall, I take a turn.

Quotes
None yet!



Overseer's Log

Apparently we never packed the real overseer's log. I think it's in my room back at Obeyedlashes. I had to buy this one from the fall caravan.

Anyway, I'm Vabok Arrowkindled. I'm the overseer for this new fortress. We founded it nine months ago, in an area supposedly rich in gold and other metals. Things have gone well since then. We've haven't seen hide or hair of demons or voidspawn since. I hope we'll be safe from them forever.

The fortress's development has been rather slow. Several migrants have arrived. We have farms, a food stockpile, workshops, bedrooms, a hospital, and we're working on the magma forges. All of this makes me hope for the future. But that's not the main reason I'm hopeful.

With our seven came one more - an eighth. Flame Chaosbane the Humble Awe-inspiring Slayer of Void. The Voidgod. Our savior. May Armok have mercy on our souls.

6
Quote from: TheFlame52
What part(s) of a general's personality dictate(s) their actions/effectiveness?

I haven't spent much time with this so it's very placeholdery.  The civ leader's personality comes up more than the general's, since the civ leader decides where to attack and when.  For that, it compares the army strengths, ethical mismatches, past disputes and other historical events to confidence, ambition, propensity to anger, excitement-seeking and recklessness in a few different passes.  A general's actual effectiveness in a given battle is just a function of the tactics, leadership and organization skills they pick up in world gen as they go.  Since there isn't much data in world gen in terms of position/strategy/tactics/logistics/etc. etc. etc., there's not much to work with so I only went that far.

This is the answer to a question I asked in Future of the Fortress a few months ago. Now the question is, using clever modding, can we make a civilization of ultimate conquerors?

I'm going to start with humans, since I did another study and humans almost always come out on top. I'll make them more prone to all those things mentioned previously. Then I'll gen a few worlds and see how things turn out!

7
DF General Discussion / Dwarves are Losers (Worldgen Science)
« on: April 13, 2016, 02:13:00 pm »
No seriously, hear me out.

I've generated ten worlds and taken notes on each one. I used vanilla raws except letting every race be playable and giving humans a death god every time. I generated each world for 250 years, omitting worlds where one or more nations were inaccessible from the mainland. The average number of nations per race is 3, but the number varies. Kobolds were not included with the experiment because they don't matter. If you really want to know the rest of the settings they are below.

Spoiler: Worldgen settings (click to show/hide)

And now the data:

World 1
 - 29804 humans
 - 20016 goblins
 - 15138 dwarves
 - 4392 elves
Notes: 2/3 elven nations gone, 1/3 dwarven nations gone

World 2
 - 26957 elves
 - 18035 humans
 - 15931 goblins
 - 117 dwarves
Notes: 3/3 dwarven nations gone, 2/4 goblin nations gone (an extra one)

World 3
 - 25804 humans
 - 16809 dwarves
 - 11072 goblins
 - 4097 elves
Notes: 1/3 dwarven nations gone, 1/3 elven nations gone, 1/3 goblin nations gone
One more elven nation is almost dead

World 4
 - 31551 elves
 - 27640 goblins
 - 9654 humans
 - 2958 dwarves
Notes: 1/2 dwarven nations dead, 1/4 elven nations dead, 1/4 human nations dead
An elven and a human nation are almost dead
4 goblin nations
Elves aren't really winning, there are a lot of goblin elves

World 5
 - 22541 humans
 - 17833 dwarves
 - 15008 goblins
 - 0 elves
Notes: 1/4 dwarven nations dead, 2/3 goblin nations dead
No elven civs were generated (no forests, just marshes)

World 6
 - 22084 dwarves
 - 20251 humans
 - 12733 goblins
 - 6000 elves
Notes: 2/3 elven nations gone, 1/3 goblin nations gone
Dwarves are winning only because everyone else killed each other

World 7
 - 50901 humans
 - 14512 goblins
 - 5262 elves
 - 4409 dwarves
Notes: 2/3 dwarven nations gone, 2/4 elven nations gone
One more elven nation almost gone
This world has 10 towers because a weasel woman necromancer founded six of them

World 8
 - 33758 humans
 - 10194 dwarves
 - 5329 goblins
 - 0 elves
Notes: 2/4 dwarven nations gone, 2/4 goblin nations gone
No forests again

World 9
 - 22594 elves
 - 19725 humans
 - 15393 goblins
 - 9894 dwarves
Notes: 2/3 dwarven nations gone, 1/3 elven nations gone, 1/3 goblin nations gone, 1/3 human nations gone

World 10
 - 34566 humans
 - 16005 goblins
 - 12480 elves
 - 12 dwarves
Notes: 1/1 dwarven nation gone, 3/4 elven nations gone
All remaining dwarves live in one hillock except a necromancer
Goblins attacked and destroyed a kobold cave

Average places
humans - 1.5
goblins - 2.6
elves - 2.625
dwarves - 3

Worlds with no elves at all were omitted from the elves' average.

Now, 10 worlds may not been a big sample, but these findings support what I've seen in other worlds. Humans usually "win" - they like to conquer the elves and goblins and take over their sites. Humans' varied personalities and values occasionally spit out the perfect general. Goblins tend to attack everyone and breed like rabbits. If goblins "win" it's usually because their master isn't a pacifist and leads his troops personally. Elves also breed like rabbits and if left alone can outpace everyone.

Dwarves never attack anyone. They only defend. Even then they usually take more casualties than the enemy - even if the enemy is elves. A defending nation can only lose - if an attacking nation loses, they retreat and try again. If a defending nation loses, they're dead and gone.

Dwarves' sites are prone to FB attacks, and I have never seen an FB get killed in worldgen. Dwarves breed slowly, and an early megabeast attack on their capital can destroy their population expansion. Dwarves are losers in worldgen. This is the exact opposite of how they are in fort mode.

So now that the problem has been identified, what can we do about it?

8
DF General Discussion / Interesting Gods
« on: April 10, 2016, 03:59:15 pm »
What gods have you found in your worlds that have sparked your curiosity?

The dwarf goddess Tumam the Guard of Blockades (charity, sacrifice, generosity, valor) – She actually is quite popular among humans, even having a temple in one city.
The rotting human goddess Emung (death, poetry, writing) - the goddess of emo poetry
The human goddess Palath (earth, theft) - I don't even know. What a pair of completely unrelated spheres.
The giant bat god Rusna the Painted Skies (sky, rainbows) – Why is a giant bat the god of rainbows? Good name, though.
The rotting human god Mup (creation, rebirth, death, disease, deformity) – I imagine this guy as a two-sided god, being a god of both creation and destruction.

EDIT: I have more!
The rotting dwarf god Zimun the Esteemed Legend (fortresses, war, death, blight) - He's the god of sieges. His nation was conquered by elves, though.
The human goddess Kashi the Wispy Dessert (agriculture, dreams, night) - The name. Those spheres. Kashi. What even.
The human god Fensast the Hardiness of Ferocity (storms, revenge) - The best god.
The human god Thran the Nut of Stilling (consolation, fertility, food) - The wimpiest god, and from the same nation as the above.
The rotting human goddess Kasat (death, murder, forgiveness, mercy) - A very confused goddess. I could see her having a depressing origin.

9
Title pretty much explains all. I found a particularly interesting world and I've taken 34 pages of notes on it and now I'm going to run adventures in it for my friends. I've pretty much got everything I need, but there are a few things I would like to learn.
  • How many map tiles can an adventurer travel in a day? On a good day? On a bad day?
  • How much food/water does an adventurer need per day?
I'll ask more questions as I think of them.

10
DF Community Games & Stories / Tales of the Destined Dimension
« on: December 23, 2015, 04:44:30 pm »
Introduction

Before I tell any of my many tales, an introduction to the nations of the Destined Dimensions is in order.

The Oaken Treaties, a dwarven nation
The Oaken Treaties were never a large nation. They started off poorly, their capitol of Rampartjudge being destroyed by the hydra Odlug Mostbud the Fresh Belch, which then decided it liked the fort and stayed there. Left with a small collection of hillocks, the dwarves tried their best to fend off two warmongering nations of elves and one of goblins. Unfortunately, their last hillock was taken over in 50 and the last of the Oaken Treaties dwarves killed.

The Fortress of Dragons, a dwarven nation
The Fortress of Dragons are almost as put upon as their sister nation. They, too, had their capitol destroyed by a hydra, though not until 60. The Mischievous Mountain also warred with them occasionally from 53-124. Each battle would prove costly for the elves, but they pressed on nevertheless. By the close of 124 the dwarves were down to a single mountain hall out of dozens - Fordedlashes. After this point the Mischievous Mountain left the dwarves alone, as they had become engaged in war with the powerful Realm of Gales. The dwarves slowly regained their strength. But just last summer Fordedlashes was destroyed by a forgotten beast, leaving no survivors. There are now only a few hundred dwarves left in the world, all subjects of the Mischievous Mountain.

The Shady Wasp, an elven nation
The Shady Wasp is a fairly uninteresting nation. Aside from assisting the Mischievous Mountain in their raids against the Oaken Treaties, they have done nothing militarily. They keep to their corner of the continent, deal with their own problems, and live in relative peace.

The Mischievous Mountain, an elven nation
Despite having half the population of the Shady Wasp, the Mischievous Mountain is far more ferocious. Almost half their settlements were not built by them, instead being reclaimed from other nations or outright taken. They have been at war with nearly every other nation, though to be fair they are usually the defender. Their soldiers are very well trained for elves, as they take about the same number or fewer casualties as the enemy. This expertise in war is not confined to one princess either, as they have had many over the years. On the field of battle, a Mischievous Mountain elf is unequaled.

The Midnight of Romancing, a goblin nation
The Midnight of Romancing is fairly peaceful for a goblin nation, having only been at war with the Mischievous Mountain and the Realm of Gales. That said, the nation is huge, with a population of nearly 30,000 goblins. Their master, a lizard fiend by the name of Rasm Zenithreins the Prime Bug of Thrones, prefers to rule from afar. Who she chooses as war leader greatly impacts the Midnight of Romancing's military power and foreign policy, which has varied greatly from war leader to war leader. But if a nation of 30,000 attacks a nation of 4,000 and both take 1,000 casualties and the former is driven off, who is the real winner?

The Sin of Jaundice, a goblin nation
The Sin of Jaundice was plagued from the beginning by a lack of skill in its army. This is fairly normal for goblins, but combined with other factors proved to be too much. Being appointed war leader was practically an execution, as the only war leader to live through more than one battle was Kutsmob Urnseduced. On top of that, their master Tusnom Soilsreigns the Bait of Rulers, a hyena brute, was a pacifist. After a few skirmishes with the Realm of Gales, they were finally conquered in 211-214 by Rossu Daleplum and her Gathreashro ((lightning war)) tactics. Tusnom and many goblins were taken captive, their prisoners freed, and more than a thousand goblins driven off into the wilderness. The Sin of Jaundice is now nothing but a fading city-state under the thumb of the Realm of Gales.

The Realms of Bronze, a human nation
The Realms of Bronze are nothing more than a footnote in history. Their founders were either extremely unlucky or stupid, as they founded their nation near the lairs of several monstrous beasts. Every settlement they possessed was destroyed by 17. Apparently a few humans living in the ruins of Rainkissed considered themselves citizens of The Realms of Bronze until the last one died out in 118.

The Realm of Gales, a human nation
The Realm of Gales. Where do I even start? Its history of learning? Its military prowess? Its significant persons? This nation deserves its own section, but I will be brief. The Realm of Gales is a continent-spanning empire. Its citizens are many and varied, having nearly as many goblins as humans. People flock from all over to learn in its libraries. And it is all watched over by Lord Komo.

11
DF Dwarf Mode Discussion / Misc. v0.42 Science (mostly booze science)
« on: December 15, 2015, 05:12:53 pm »
I've done some science on various things in his new version and none of them are big enough to warrant their own thread. They are listed here.



DRUNKENNESS AND DISEASE RESISTANCE

Every overseer dreads seeing his favorite dwarf out cold on the floor, choking on his own vomit. So how can you prevent this? Short answer, you can't, but you can predict who wakes up before choking to death.

In all test subjects, only those who had a disease resistance of "really susceptible to disease" died. Those who only had "quite susceptible to disease" only began choking, but did not die. It is unknown the effects on non-dwarves.



I have also observed that all visitors to a fortress (read: actual visitors, not diplomats or mechants) are described as being "extremely skinny". Clearly they need to eat more and this is a bug.

More to be added in the future.

12
DF Adventure Mode Discussion / Needs, and satisfying them
« on: December 04, 2015, 03:20:48 pm »
Title. Basically, how do you satisfy certain needs? Some I'd like answered: Help someone, Eat a good meal, and Be with friends/family. I've also been able to satisfy Take it easy but I don't know how. Feel free to ask you own questions.

Now I'm going camping this weekend, see you all Sunday afternoon.

13
DF Dwarf Mode Discussion / The Saga of Bastiongate (60 Years!)
« on: June 17, 2015, 02:54:50 pm »
Bastiongate is my most successful fort to date. After 30 years of running smoothly, the save was corrupted. I created this thread to detail the restoration of the fort from an old save, but after that was finished, it became a general thread for the fort.


MAP (outdated)

SAVE

14
DF Adventure Mode Discussion / New character generation options
« on: May 31, 2015, 05:48:30 pm »
Quote
I decided it was time to shift gears to adventure mode so that the last remaining dwarfy bits can grow up with the adventure bits that need to be finished, and so adventure mode doesn't creep up badly on us as we try to get this release completed. The main push in adventure mode is going to be toward making taverns and inns lively, though I'm starting with some work on character generation to accommodate artistic knowledge and the new needs system. This involves allowing you to select your personality, with the resulting needs being clearly shown -- there aren't that many yet, especially as it applies to adventure mode, but it'll continue to become more interesting. You'll also be able to see and reroll your physical appearance before you start playing. As in dwarf mode, keeping your needs satisfied gives you modest overall benefits, and it takes them a while to drain, so it's fun for roleplaying without being too onerous a burden.

No more ugly adventurers! No more having to bodyswap because another dwarf has a better beard than you! Extra personality for adventurers! I eagerly await this update!

15
DF Dwarf Mode Discussion / Eternal Siege
« on: May 06, 2015, 05:49:48 pm »
Bastiongate has been hit with the eternal siege bug. Even killing all prisoners taken in the battle did not remove the flag. Is there a way to lift the siege? I'm willing to hack. I need the caravans!

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