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Messages - Calidovi

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1561
Where? Ah, humanization. I suppose I would thankfully have to delve a little deeper into the murky recesses of the internet to stumble across a direct discussion of helmet man reproduction.

Which is not an excuse to have one here.

If they were magically raised as ThreeToe said in Root, Ace posed a good point of how humanized the wizards could make their victims. Since there's no canonical evidence for reproduction in DF (thankfully), I'm siding with Ace in saying that the Helmet men are very much more human than mushroom.

1562
Moe's lines tend to be fairly normal, since there's only a small base of text for him, and I picked that one because it was semi-plausible. They're generally hilariously varied, though.

HAW HAW TWINKIE GIMME A QUARTER

Moe is a powerful character in Calvin and Hobbes.

1563
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 07, 2015, 11:45:44 am »
type H five times

copy+paste that

copy+paste that twice

or you could do the first one twice

the trick to getting the exact right amount of anything in as few copy+pastes as possible is knowing its prime factorization, fun fact
That's wrong though. Take for example a really large prime number.
The binary representation of the number in question should give a method that is pretty good, and maybe even optimal - but I can't be arse to prove that conjecture.

You should be correct. The chances for a large prime number to have a binary equal that is also prime is insane. That chance still decreases the higher you go, so I think that's the best idea.

1564
Calvin and Markov.



It makes me feel all toasty inside when I vaguely know the strip in which each of these lines originated.
But do they match the text to a random panel artwork? Because I don't remember seeing the third panel with that line, nor the fourth panel. Nor the first or the second.

EDIT: I just went to the website and saw how broken the text was. I feel silly now.

1565
VIVA LA PLUMPY!
Some one with photoshop skill insert a  bunch of plump helmet man heads all over the faces of people from a les miserable scene

Thisthisthisthisthisthisthisthisthisthisthisthisthis.

Also, if you cut a plump helmet man in half, do both halves grow to make a whole? Do they do mitosis? Can the divide indefinitely? I know little about mushrooms.

That's a good question. Fungi in general are known to reproduce through both mitosis and meiosis. Mushroom people probably have enough humanization (as discussed in this thread) that they probably can reproduce in a animal-like manner as well as shooting all their spores everywhere. Stay safe around mushroom people.

1566
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 07, 2015, 10:55:50 am »
type H five times

copy+paste that

copy+paste that twice

or you could do the first one twice

the trick to getting the exact right amount of anything in as few copy+pastes as possible is knowing its prime factorization, fun fact

I'm not sure if I want that many hydras.

1568
DF Suggestions / Re: Painting Industry
« on: July 07, 2015, 10:52:48 am »
But you're still talking about appearance, which diverts from the question of whether they are truly biologically or just aesthetically similar to humans. What I think you're saying is that, using the example Bugs Bunny, since he has a mostly human bone structure he must be biologically similar to humans. That is complete plausible, if not moreso than what I'm trying to say.

Ah, okay yes, you're right, I'm still in art mode.  I'm just trying to explain why people like anthros.  The kind of person who becomes an anthro-fan doesn't stop to think about the bone structure or evolutionary history.  They see a face, they sense emotions and they say, okay, that's the character.  The people who need to be analytical and try to place anthro characters into a scientific reality are going to be less comfortable with the Anthro Movement.  And for some, anthro characters are a way to play around with the laws of reality and say to ourselves "why do things have to be this way?" "what if things were that way?" typically focusing on the emotional impact rather than a logical one. 

We were also discussing DF specific animal people on the polygamy thread.  NW_Kohaku shared with me the Threetoe story "Root" which explains that animal people are created by wizardry or primordial Savage nature spirits out of normal animals.  So the question remains, if an animal is suddenly imparted with obvious human features like speech, thumbs and rational thought, why should the wizard or spirit stop there?  Would it also give them human features like RGB vision? sweat glands? molars? puberty?  and at that point, why not boobs?

You're right. I suppose I'm one of those furries that prefer anatomical correctness, be that a minority or a majority, and since we're discussing DF animal people, I can't see why that "magical humanization" explanation isn't plausible.

1569
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 06, 2015, 10:13:29 pm »
i'm dying from laughter (warning - may damage your sanity)
Quote
I am Rape Radbury. I write critically acclaimed fiction that always turns into fact. That's why I have more money than anyone.

Honestly, though, I was surprised with the grammatical integrity of the story.

1570
DF Suggestions / Re: Painting Industry
« on: July 06, 2015, 10:09:26 pm »
The problem is that your brain has different levels of "person" recognition.  Your brain tries to simplify stimulus down for quick reaction times, so while you may be able to logically deduce that Bugs Bunny is a cartoon rabbit and therefore not a person, his features still check enough of your brains "person" boxes that at a quick glance, he appears human enough. 

Think for example, why do you see this as a face?
(: (;

There's nothing face-like about it, it's just a pair of dots and a curvy slit.  But you can put a pair of dots and a curvy slit on almost anything, and suddenly, it's a face. 


Likewise, adding a head/neck/shoulder and hips/butt to an object will humanize it further, which is often the difference between 21st century anthros and earlier cartoons. 

The Tusken Raiders are a good example of this actually because even though they are actual people, they don't check the brain's boxes for humanness.  Loose clothing and a mask hides them from us.  Bird anthros are also difficult because bird beaks don't look enough like human mouths without some extra work, except for duck bills, which is why there are so many cartoon ducks.

What you're talking about, pareidoila, is an instinctual thing which I can assume passed down through humanity so that early man could recognize other early men, and therefore threats and friends at a glance without much more visual input.

But you're still talking about appearance, which diverts from the question of whether they are truly biologically or just aesthetically similar to humans. What I think you're saying is that, using the example Bugs Bunny, since he has a mostly human bone structure he must be biologically similar to humans. That is complete plausible, if not moreso than what I'm trying to say.

1571
What the heck is even going in here?

Scrubs deluding themselves that quote pyramids actually are cool.

Hey, they're replicating MAYAN ARCHITECTURE within these very forums we call our own.

In an attempt to rerail, could we discuss what Plumpy's plans may actually be?

1572
DF Suggestions / Re: Painting Industry
« on: July 06, 2015, 06:06:49 pm »
-snip-

1. It is true that most "furry" depictions of anthros have human proportions and form. But are they humans playing genetic dress up, or are they a result of time and evolution (if that were ever to happen)? It depends on the viewer perspective, of course. Stating that since Bugs Bunny looks like a person and acts like one doesn't mean he is a person, or biologically similar to one.

2. Tusken Raiders. I don't identify them as people, as humanoid as they seem. Why? Because they have no personalities. All the characters you list have human-like personalities and ethics. They might be good or bad or somewhere in the middle, but their personalities drive the point home and carry their appearances with it. Unless that's the point you're making.

3. Artistic stylization has always existed. Arguing that cavemen stylized their characters with such long necks and thin limbs because they identified with giraffes is silly. These animators had drawing techniques and a budget they had to meet, so they drew differently. They animators featured here drew different, non-hyperrealistic people because it was more reasonable to do so.

I guess I can't argue about the appeal of furries, though. That's each to their own.

1574
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 06, 2015, 11:22:08 am »
But also they are sheep.

The catboy thing is just a front.

Notice they're all animals/non-human? Orange, lizard, catboy, rabbit.

They're clever, but not too clever!
I'm really tempted to change my avatar to a sheepboy now.

Baaaaaah

I can PM two pictures of sheepgirls if you wish.

1575
Creative Projects / Re: A Scream in Space - Slave Ship simulator!
« on: July 06, 2015, 11:20:39 am »
-snip-

For the missions, I'm honestly not sure. I was thinking something along the lines of how you gain influence with city-states in Civ to function as side quests. In Civ, there are multiple city-states with different ideals and personalities. For example, some city states might want you to connect your trade network with them to increase their mercantile status, some may want you to harass another city-state to gain more power, and some might be pursuing their own goals and need you to process something or develop a technology. If you want more detail on that, just look up Civ city-states and read through the wiki article.

As for main quests, I'm feeling that delivery, smuggling, and messing with faction politics are the most realistic goals for a slave trader, but I'm not sure how 'fun' those first two would be.
Yeah I was thinking that the missions could only really be harassing other factions, as well as perhaps some sort of smuggling. I've decided to not bother with proper missions for the time being (although they'll be easier to add later) and instead will just expand on the 'random events' that occur, plus making survival more interesting.

Quote
As for the RP v. algorithm thing, I think you should have weapons and probabilities to have a set chance, which is then modified slightly by a sort of chance system. For example, a certain missile should do 300 damage to the engines if it's a direct hit, but the actual damage could range from 250 - 350. This possible variation is due to random chances that could happen (e.g. "The fuselage burst in the impact, damaging the craft further!" or  "The missile's warhead was fast to explode, lessening the force of the blow!) Of course this number could be further modified by slave skills or whatnot, but that's your decision for the depth of this game.
This already happens quite a bit - weapon accuracy and damage are all within parameters with modifiers for morale. I suppose it's really just if these numbers should be easily accessible to the player or if it'd be fine to have them more hidden. For instance, DCSS has a lot of the internal stats hidden, whilst some games have everything from DPS to accuracy against different types of monsters clearly numbered. I'd prefer the first, but if people were really against it then I'd show them all.

I agree with the first part and I argue that the last part is up to your discretion.

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