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Secone posted:I've been wanting to play the new update more, but I've been extremely busy lately and haven't had the time to keep up with the news. With the current bug-fixes out, is the game in a stable, playable state? Oh, it's stable alright. Most of the crashing was done away with pretty quick and he's been on an ancient issue-squashing roll since. .05 fixed the ancient clothing bug and he's working on hauling now. Also, you can't. You either need to butcher the remains to stop them from squirming or just quickly hurl the bodies into lava.
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| # ? Apr 11, 2012 15:24 |
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| # ? May 21, 2013 01:39 |
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In temperate/cold climates I just dig an open pit on the surface, put a door on one end and a linked floodgate channel to some water on the other, and dump all the bits in there. If they start reviving you can lock the door so they can't escape, and every fall you can let the water in to freeze and destroy them for good. I never have my fort more than halfway into an undead biome, though, poo poo gets a lot hairier if there's nowhere you can put things to be confident they'll stay dead for a little while.
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| # ? Apr 11, 2012 15:32 |
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Sweet, I'm glad he's fixing old stuff now! There were quite a few things that irked me that it looks like he's working on now. drat, that's brutal. I kind of like that though, things WERE admittedly pretty easy prior to this update. Thanks for the advice on how to deal with their remains though, I'll give it another try and see if I can do better this time around.
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| # ? Apr 11, 2012 15:35 |
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Yeah, I just race to get my goods underground and lock the top hatch until I have a proper military presence. Keep in mind, not all evil climates animate the dead. The wiki also suggests that spontaneously revived meat may just collapse after a while if they wander into a healthier climate. If you want an easier taste of evil, try embarking on a biome border.
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| # ? Apr 11, 2012 15:37 |
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How do dump zones work exactly? If I have more than one dump zone active then when I d-b-d something, it will end scattered across multiple zones?
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| # ? Apr 11, 2012 15:39 |
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scamtank posted:Yeah, I just race to get my goods underground and lock the top hatch until I have a proper military presence. Hmm, yeah, I'll have to generate a few worlds and see if I can find a decent spot like that. As long as I can hold out long enough to get 1 or 2 migrant waves I think I'll have a decent shot at survival. zalmoxes posted:How do dump zones work exactly? If I have more than one dump zone active then when I d-b-d something, it will end scattered across multiple zones? From what I recall, dwarves will basically haul something off to whichever dump zone is closest to them.
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| # ? Apr 11, 2012 15:40 |
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That is correct. Also remember that for any dump zone located next to a cliff, a dwarf will dump trash over its edge.
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| # ? Apr 11, 2012 15:42 |
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zalmoxes posted:How do dump zones work exactly? If I have more than one dump zone active then when I d-b-d something, it will end scattered across multiple zones? It's not completely random, at least. dwarffortresswiki.com posted:Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops. If a nearer zone becomes available as they are traveling to a zone they will ignore it. Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.
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| # ? Apr 11, 2012 15:42 |
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I haven't played this game since it was only 1D and ran on a TI-84 and was about superintelligent mice, has anything changed?
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| # ? Apr 11, 2012 15:54 |
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So, I finally decided to start playing this game. As a total newbie, I have absolutely no idea what is going on, but by some miracle I have managed to fight my way through the menu and I have ended up on an embark-site with a river, some mountain goats and a mountain that I have managed to dig into with a mudstone floor. (Good? Can I farm here?) I am looking forward to many failed attempts to get my first fortress going! ![]() Any bugs I should be aware of?
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| # ? Apr 11, 2012 16:26 |
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Alehkhs posted:I still hope that some day Toady makes worlds that wrap around... That would be insanely complicated if it were a spherical world. At best, I expect he could make it a torus, as that's just a matter of going any side to the opposite.
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| # ? Apr 11, 2012 16:29 |
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TildeATH posted:I haven't played this game since it was only 1D and ran on a TI-84 and was about superintelligent mice, has anything changed? There's more bugs now.
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| # ? Apr 11, 2012 16:32 |
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Met posted:That would be insanely complicated if it were a spherical world. Easier option: just deny the extreme poles (already does) and make the world a cylinder (east <-> west)
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| # ? Apr 11, 2012 16:34 |
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Criminally stylish posted:So, I finally decided to start playing this game. As a total newbie, I have absolutely no idea what is going on, but by some miracle I have managed to fight my way through the menu and I have ended up on an embark-site with a river, some mountain goats and a mountain that I have managed to dig into with a mudstone floor. (Good? Can I farm here?) You can't farm on mudstone, but it's a good sign nevertheless. It means you're in sedimentary rock, meaning you have a decent shot at finding iron. Do you have any loam, peat, clay, sand or any other sort of dirt? Dig some stairs down (and dig some stairs up right beneath them) and make a little hobbit hole to lay some farm plots down in. Plump helmets can be eaten raw and ripen quickly. Make sure you stonecraft some rock pots to hold the booze! The DFWiki is going to be your primary source of information. Captain Duck has also made some celebrated tutorial videos.
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| # ? Apr 11, 2012 16:36 |
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Mountains often don't have any mud. If there's none, see if you can find a pool of water, dig a room under it around twice as big as the pool, put a door on it and then dig a downstair through the base of the pool. (This can be done from below) This should flood the room and leave behind mud you can farm on. When you're done use b > shift-c > f to construct a floor over the downstair and stop any more water dripping through.
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| # ? Apr 11, 2012 17:03 |
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I can't wait for an LP to take advantage of all this brand new insanity.
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| # ? Apr 11, 2012 18:30 |
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The adventures of CartsTossed.
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| # ? Apr 11, 2012 18:39 |
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I just discovered the amazingness of the DFhack workflow plugin. Time to automate everything.
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| # ? Apr 11, 2012 18:41 |
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I've always kind of thought of DFhack as 'cheating' or something. Kind of ridiculous I know, but I've always just preferred going about things in the way Toady intended players to. I do want to give DwarfTherapist a try though, and I guess I'll see if I like DFhack after I get used to that.
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| # ? Apr 11, 2012 20:27 |
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Secone posted:I do want to give DwarfTherapist a try though, for context, how long have you been playing DF? DFhack is cheaty but this is a single player game, sometimes you want to do silly things (like clean all the blood off the map).
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| # ? Apr 11, 2012 20:31 |
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Secone posted:I've always kind of thought of DFhack as 'cheating' or something. Kind of ridiculous I know, but I've always just preferred going about things in the way Toady intended players to. I do want to give DwarfTherapist a try though, and I guess I'll see if I like DFhack after I get used to that. It's a utility. You can use utilities to circumvent rules- and UX-based restrictions to gameplay but you can also use it to enhance gameplay. For instance, DFHack let's you equip your lackeys.
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| # ? Apr 11, 2012 20:37 |
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Secone posted:I've always kind of thought of DFhack as 'cheating' or something. Kind of ridiculous I know, but I've always just preferred going about things in the way Toady intended players to. I do want to give DwarfTherapist a try though, and I guess I'll see if I like DFhack after I get used to that. The changes to the way of manually assigning labors makes Dwarf Therapist ever so slightly not as essential, but I certainly continue to play with Dwarf Therapist. Really not a fan of DFhack though.
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| # ? Apr 11, 2012 20:38 |
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I totally see DFHack as cheating, because I use it to cheat. Like to regrow all trees on a map so I don't need to wait for them, or to fill up magma forges once I've hit the magma sea so I don't need to wait for channels to fill, or to autodump a bunch of stuff in a useful place so I don't have to wait ages for haulers to show up. Not tried the "changelayer" or "changevein" stuff yet, but that looks pretty decent - it'd mean I wouldn't have to wait to regen a whole new embark site if it turns out I've not changed the raws this version and my sedimentary layer is a brown rock. The thing is, all this stuff is trivial to sort out in-game if you don't mind waiting. You can dump your dwarves in a muddy shithole and make them suck down plump helmets all day while working exclusively on on your Let's Haul All This Stuff To The Forges megaproject, and that's cool if you get a bigger sense of achievment from making your giant golden rooster statue the old fashioned way with every set of nuggets hand-dragged from the warrens by serfs. I don't, though. I just enjoy building big things and reducing goblins to a fine paste, so I like to get the boring stuff out of the way with DFHack so I can get on with making a network of steel bunkers connected by golden walkways patrolled by all the war-walruses I bought from that weird human civilisation. Also DFHack helps sort out problems (e.g. full buckets, frame-rate issues caused by dwarves not cleaning) to which there are not yet in-game solutions. Which is also nice.
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| # ? Apr 11, 2012 21:00 |
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Criminally stylish posted:So, I finally decided to start playing this game. As a total newbie, I have absolutely no idea what is going on, but by some miracle I have managed to fight my way through the menu and I have ended up on an embark-site with a river, some mountain goats and a mountain that I have managed to dig into with a mudstone floor. (Good? Can I farm here?) I just started recently myself. I'll assume you're aware of the basics and mention some little things that helped me tremendously.
I could go on, but it's tough to tell what's gonna trip you up before you really get into it. Feel free to PM me with questions about little stuff you don't wanna bug the thread about. The wiki and captain duck's tutorials are great but sometimes the game can be baffling even with their help. vvv Edit: Consider a 3 wide hall leading deeper into the mountain. This will let you put your supply depot closer to your loot, and also leave a nice long hall to add bridges, pits, and traps too later. I'm not actually certain a bedroom needs a door, but I've always added them anyways. I'm still pretty green so take my advice with a grain of salt. Pokeylope fucked around with this message at Apr 11, 2012 around 21:21 |
| # ? Apr 11, 2012 21:03 |
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What type of entrance should I build for my mountain fort? Should I build doors for my bedrooms? The DFwiki is't too clear here, and Capt Ducks tutorials - while awesome - are quite long and I have trouble understanding his dutch-english accent.
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| # ? Apr 11, 2012 21:12 |
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Criminally stylish posted:What type of entrance should I build for my mountain fort? Should I build doors for my bedrooms? I see lots of random things for fort entrances. Some people are really into regular old doors or hatch covers. Personally, I like a 3-tile wide entrance with floodgates as a door, with the controlling lever on the inside of the fort. You might want to curve the entrance tunnel as well so any goblin marksman that come through don't have clear shots at everyone in the tunnel. But I'm sure you can find other creative solutions for that. As for bedrooms, I started to phase out using a door for every single room. It serves no purpose because I don't need a door to prevent me from spilling the room designation out in the hallway. The only reason I ever use doors for bedrooms is to give dwarves happy thoughts in a particularly unhappy embark. It's also helpful for noble rooms as that can get a little more difficult to prevent designation spillage.
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| # ? Apr 11, 2012 21:20 |
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I discovered the "digcircle" thing in DFHack yesterday, it's amazing. I could do that without cheating but it would be so much more work! I also use clean purely because it boosts up my FPS, I've had it give back up to +30 on some evil maps.
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| # ? Apr 11, 2012 21:26 |
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Criminally stylish posted:What type of entrance should I build for my mountain fort? Should I build doors for my bedrooms? If your depot is outside, all you need is a door or two. The narrower the entrance, the easier it is to guard from thieves and kidnappers with a guard animal. What I do is dig a highway 5 tiles wide (caravan wagons take 3) entering the mountain, tapering into 3-tile hallways after the trade depot. I open and close it with a bunch of rock grates, each mechanically connected to a lever. A drawbridge would be an even more secure option, since it forms an unbreakable wall when it's raised, but I think it's a little cheap. You don't really _need_ doors to separate rooms. If several rooms overlap, their value just suffers. The only place where doors are a pretty good idea are indoor refuse piles (stop the miasma from spreading and disgusting everyone) and workshops claimed by mad dwarves whose demands you can't possibly meet. They can't break the doors even when berserk. Also, you don't really need a separate bedroom for every dwarf, either. Just plonk down a bunch of beds in a room and designate a dormitory out of it. The flophouse works just as well as a bedroom, but it gives dwarves a minor bad thought about the lack of privacy. Deck out your dining/meeting hall to compensate. scamtank fucked around with this message at Apr 11, 2012 around 22:03 |
| # ? Apr 11, 2012 22:00 |
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zalmoxes posted:for context, how long have you been playing DF? Let's see... I believe it was around '09 since I first gave it a try, everyone was talking about 0.31 and how pumped they were for its release, so I decided to get into the game to see if I'd like it, loved it ever since. TildeATH posted:It's a utility. You can use utilities to circumvent rules- and UX-based restrictions to gameplay but you can also use it to enhance gameplay. For instance, DFHack let's you equip your lackeys. Ah, that does sound a bit more convenient. I guess I'll download it and see what I'd like that would be helpful Met posted:The changes to the way of manually assigning labors makes Dwarf Therapist ever so slightly not as essential, but I certainly continue to play with Dwarf Therapist. Yeah, that's what I read about it, but it does sound useful/easier for when I need to tell my miners to quit hauling stones back and forth and loving dig out the death trap for the goblin siege.
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| # ? Apr 11, 2012 22:01 |
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scamtank posted:Also, you don't really need a separate bedroom for every dwarf, either. Just plonk down a bunch of beds in a room and designate a dormitory out of it. The flophouse works just as well as a bedroom, but it gives dwarves a minor bad thought about the lack of privacy. Deck out your dining/meeting hall to compensate. I get this, but I really like the hive feeling from having individual bedrooms... especially if I spread them all over the fort in any spare space rather than a bedroom floor. Sometimes I'll do the opposite and do dormitories... but give every dwarf their own individual tomb room.
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| # ? Apr 11, 2012 22:10 |
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I like giving all the dwarves their own rooms as well, it just feels right. I also like completely decking out the original 7 dwarves' rooms, making it as nice as possible, just to make them feel more special than all the migrant assholes who came trouncing in after they worked so hard to set up the basic layout of the place.
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| # ? Apr 11, 2012 22:12 |
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I've been experimenting with a fortress that an open air, upside down pyramid design where the bottom of the pyramid connects to the cavern layer and the dwarves inhabit the Z-layer rings between the surface and the caverns, mostly in buildings carved into the cliff faces and connected by aerial walkways. It loving owns 95% of the time, except for when it rains something nasty like zombifying elf blood. Then your whole god drat fortress turns into a zombie apocalypse where the dwarves that were inside lock their doors and wait for the military to clear everything out, complete with a few enclaves of survivors tantruming and tearing one another apart without the undead ever even breaking in.
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| # ? Apr 11, 2012 22:17 |
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So I'm trying to figure out what a I did wrong because it could have been more dangerous or unfixable. I dug a shaft leading to a murky pool (disregard my idiotic use of stagnant water) and built a floorhatch leading down. At the base of the hatch opening was a mined out cistern with a pressure plate. I set the plate to 0-5 Water and linked it to the hatch, then channeled the pool open into the shaft. But the hatch started shut. Why was the plate not initiating the hatch to be open? I even screwpumped the water out of the shaft and rebuilt both the plate and the hatch. It still wouldn't initate as open. That was about the only time I used DFHack, I set a square of flowing water over the pressure plate, which made it work after that. darkhand fucked around with this message at Apr 11, 2012 around 22:28 |
| # ? Apr 11, 2012 22:18 |
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Omnicarus posted:It loving owns 95% of the time. Then your whole god drat fortress turns into a zombie apocalypse where the dwarves that were inside lock their doors and wait for the military to clear everything out, complete with a few enclaves of survivors tantruming and tearing one another apart without the undead ever even breaking in. It sounds to me like this owns 100% of the time.
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| # ? Apr 11, 2012 22:31 |
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Penguingo posted:I totally see DFHack as cheating, because I use it to cheat. fastdwarf 1 autolabor 1 queue up 100's of jobs run out of things to do. Yep, cheating for sure. But things like above are handy if you want to try stuff without getting bogged down in micromanagement. Total game breakers otherwise. That said, hauling stones to stockpile, or else letting dwarves grab one stone at a time from where they lie, has been annoying enough to make autodump a favourite. I look forward to to carts making this less attractive. Also to having vampire necromancer carts invading my fort in 34.08 because Dwarf Fortress.
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| # ? Apr 11, 2012 22:35 |
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What else are those 90 idle dwarves going to do but haul stone?
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| # ? Apr 11, 2012 23:04 |
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Oh god, so far my new fort is going rather well. I found a good spot, half sinister biome, half wilderness. No undead beings so far, so the fort has been getting set up without a hitch. Two clouds of eerie dust rolled by though, one no where near my dwarves, the other one was rather close to my fort, but from what I saw only two cats were caught inside the cloud. It made most of their body parts yellow, inhibited, and they're numb. Hopefully they'll be okay after a bit.
Secone fucked around with this message at Apr 11, 2012 around 23:18 |
| # ? Apr 11, 2012 23:16 |
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Secone posted:from what I saw only two cats were caught inside the cloud. It made most of their body parts yellow, inhibited, and they're numb. Hopefully they'll be okay after a bit. Or not. Whatever. They're just walking bars of soap afterall.
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| # ? Apr 11, 2012 23:25 |
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The only things I use DFHack for are stuff that make sense that I'd be able to do after manual work - namely, vdig, digcircle, digexp diag5, and prospect/prospect all to check for ore density. Pretty much everything else I leave as-is.
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| # ? Apr 11, 2012 23:35 |
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| # ? May 21, 2013 01:39 |
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Met posted:Or not. Whatever. They're just walking bars of soap afterall. Yeah... but I like them! I'm mainly concerned about my dwarves, I'm hoping they don't get hit by a cloud. They seem pretty frequent around these parts, some of them just dissipate the second they come into the map, others take up like half the area.
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| # ? Apr 11, 2012 23:36 |






















