Is like Giant Gargoyles but much friendlier. Watch out for the tropical swamps' crocodiles! (but crocs don't have rage. dragon raptors do. Please hide indoors when raptors come.)
Sounds like a five-minute WinMerge stitch from prev goldplated to 3.25b.
Am I the only one who doesn't use ingame music in DF? I just have WinAmp play various chillout/newage/downtempo ShoutCast channels. Yay SomaFM and psyradio!
If I were to go back to an old fort with DF 3.25 exe... CRUTCHWALKING! And MORE FPS.
Helpedcraft, Usenrigoth.
3x3 region14, trop swamp SMs, mountain SMs hot, bottom right area 1sq trop swamp terrifying DMs
embark problem: no copper in parent civ!
4 dogs, 6 rabbits, 40 drinks, cobalt: 4 daggers, 2 picks 2 axes. 40 leather, 10 iron bars.
dig reservoir, it's very hot here.
hematite veins on mountain! In Obsidian! (and tetrahedrite, which looks like normal rock.)
mining areas... found caves1, -7 to -9.
dig home in gneiss AND OBSIDIAN, on -6. Hit hornblende!
312 fps, 3x3 embark, 7 citizens (0 idle), 0+12 animals, 2-3 cavern layers (1 seen, flier-open). 8k wealth.
zombie capybaras.
Summer 1. make all sorts of stone items.
lovely featherwood and highwood in the evil area.
Reg the mioner is going hungry.
Zombie capybara hurt one dog badly.
5 migrants to 12! hurrah!
first major home-digging is completed. Now mine ores!
ezras.
autumn 1.
hooray migrants to 19! Do some trading.
Winter 1. Home caravan, of course.
random CRASH, hauling bars, dumping gneiss. *sigh*
..
244 fps, 3x3 embark, 19 citizens (0 idle), 4+19 animals, 2-3 cavern layers (1 seen, flier-open). 38k wealth. 1720 stones, 23 weap, 50 bodywears, 2 corpses 41 BPs. 57 pots 42 barrels.
nords. they brought a giant moose! Didn't buy.
Spring 2.
slay zombie cobra and some capybaras. TWO soldiers drowned! Damn that lack of safety ramps! Drain the pool to recover items and bodies.
Migrants to 41!
Duskies. Sylvans.
Summer 2.
mood: tetrahedrite scepter, 12k.
low on wood! Maybe should try for magma.
7 migrants to 48.
Ezras. Get indoors. Keepers.
A centaur siege! Good thing we have prepared, four weapon traps with obsidian blades. 4 cages.
dogs make cents waste their silver arrows, good.
gob ambush in stairs. fall back and let weapon traps slice.
lost a dorf in corridor.lost axer.
victory. soon it is time to burn caged foes.
hmm need a HOSPITAL.
hurrah, traders brought LOADS of wood!
Autumn 2.
a zombie python in stairwell, killed Cerol!
six puppies have grown up!
child's mood: tetrahedrite bracelet, 11k.
a damn crocodile comes! Hua! It is faster than a copper-gear average shroomer.
Its buddy killed an axer. Croc with middle spine fractured, still at FULL SPEED. (was Not a nopain creature.)
Migrants to 52.
thieves, home caravan. orcs, 16k of goods bought.
..
dump more rubble from home area.
Winter 2.
gonna burn caged enemies in a section of the caves. Ten hostiles taken care of! One arachna gets Angry, novice squad slices it.
smith mood: copper ring, 30k.
a flayer ambush hits zombiecapybaramen! Then flayers get stuck in a pool, forever spamming area blast.
Nords.
A cyclops comes! AND CRUSHES THE FLAYERS. (cyc punches only did bruises, but flayers fled)
Cyc crushes a nord guard, we crush skinny cyclops.
buy 16k Nord goods with 25k.
melt anvils. Wow, we have 4 diagnoser-skill people.
Spring 3.
Have 24 3x3 bed areas in a grid, and engravings to guide people to their beds.
A BALOR COMES! Woe!
No bushfire, fight (only 4 pages whaaat. 5 arteries opened.) happened on dead evil grassless spot. Lost only three dorfs.
First traps catch some babysnatchers. Just put battle area cage traps to further contain invaders. Statues are a new twist: cause happiness, and stop a hail of enemy arrows.