Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SirHoneyBadger

Pages: 1 ... 171 172 [173] 174 175 ... 183
2581
DF Suggestions / Re: Guns!
« on: January 04, 2009, 04:56:36 am »
There's a pretty decent explanation of dragons in John Ringo's "Council Wars" series of books. The writing quality is extremely sketchy, at times even amateurish (which is a shame), but he's got some gem-quality ideas.

Ofcourse, dragons in the books are futuristic bioinventions (invented by Disney, no less) that have wings made from carbon nanotubes, but a lot of his ideas (simply great), I freely steal for my own purposes.

I agree with you, madrain, both about D&D, and about Clarke's science/magic theory, but I still don't see any harm-aside from a deflated ego here and there-in placing limitations on what characters can achieve in a fantasy world. Especially considering that the limitations are there in order to explain, and further, the continued existence of that world, and that many other avenues than "invent a bazooka" are open for player ingenuity.

If it were always fun to play without limitations, then we'd be playing Dragon Spaceship (in 3D) instead of Dwarf Fortress (in ASCII).

2582
DF Suggestions / Re: (WorldGen) More Varied Civilization Events
« on: January 04, 2009, 04:38:33 am »
I'd like to point out that I disagree with the idea of a designated "evil" race. The concept of evil is in the eye of the beholder, so I'm all for "evil" dwarfs, but strongly opposed to the idea of "an evil race of dwarfs".

My thoughts:

I could possibly accept that demons are 100% to the core, irredemably, unashamedly, committedly and enthusiastically evil, but every single one of them, at every single moment?

Amoral, sure, corrupt, degenerate, decadent, and with the backing of a culture that reinforces the very worst behavior, that certainly is a possibility, but good, altruistic, unselfish acts *do* have their rewards. Even animals desperate to survive will make sacrifices to help their children, or even to help members of entirely different species, occasionally. Mercy's a force of nature, and a strength (or atleast the act of a strong being).

Demons might not operate under that set of laws. They might not be a part of the natural order, or even understand benign concepts, and so they might lack those instincts, and ofcourse they might very well have brains that operate only on the "psychotic, sociopathic, and narcisistic" frequency.

I very much doubt that that applies to the goblin race, though. Not every single one of them, certainly. They aren't powerful enough to survive as individuals. Demons could go it alone, but goblins have to work together, in a social environment. They have to make friends, form alliances, and maintain reputations. They have to work with other races, too, atleast a little bit, or they wouldn't bother to snatch babies.

To be purely evil, it seems to me that one would have to either be self-destructive, insane, or to exist within a vaccuum.

Evilness can exist as part of a society, for a while, but the more evil the society, the less "shelf-life" that society tends to have. Stalinist communism rotted from the inside, the Khmer Rouge fell apart,
the American South lost the civil war, the Tonton Macoutes were overthrown, etc.

Partly-or mostly-this is because of the morally outraged citizens in that society, that simply do not want to live in a culture they aren't proud of, whatever the personal risks to themselves.

A good example is the Nazis, who, during my lifetime, practically embody the modern definition of an "evil" culture (an assessment with which I wholeheartedly agree with) and yet, there were severe political schisms within the party.

A good example is the latest Tom Cruise movie: High-ranking patriotic German military officers in Nazi Germany recognised that Hitler was a bad influence on the country, and tried to assassinate him. That says a lot, considering how fascist* and "German-glorifying" Nazi idealogy was, and their own secure positions in the society.

To give a few more examples:

John Rabe was a member of the Nazi Party, and he used his party influence to prevent the massacre of 200,000 Chinese.

Oskar Schindler was another, more famous member of the Nazi Party, a businessman who risked his life, and ultimately went bankrupt and destitute, while saving thousands of Jews.

Erwin Rommel was one of the highest ranked and most skilled/gifted German military officers, and he was considered to be "both chivalrous and humane", and his Afrikakorps were never accused of *any* war crimes. He was a member of the group who tried to kill Hitler. He also flat out refused to capture any civilian Jews, or to deport them to concentration camps, and was strongly and vocally opposed to the "final solution".

Other members of the Nazi Party who worked in direct or indirect opposition to Hitler's evil include
Major Karl Plagge and Dr. (and officer of the Wehrmacht) Albert Battel. There are atleast 443 other Germans recognised as "Righteous among the Nations", people who risked their freedom, fortunes, and lives, to help protect Jews before and during WW2.

http://en.wikipedia.org/wiki/List_of_Righteous_among_the_Nations_by_country

So even in an arguably very darkly motivated society, where one might expect evil people and evil ideas to dominate, there are very good people who erode it, or atleast mitigate it, from within.

And benevolent societies tend not only to last longer, they tend to flourish as the society grows more benevolent. An example is the U.S.A. We had some of our greatest leaps forward, as a Nation, following the defeat of the Axis powers. Sure, a lot of that was economical factors, and a lot of it was pressure from the Cold War, but I think it can be argued that a lot of our successes in the 50s and 60s had to do with feeling good about ourselves, about our soldiers, and about how other countries felt about us, and this was carried over into social reformation.

This applies to religions too--religious cults that oppress their members tend to die out, while ones that are more benign tend to survive and grow.

*As an aside, fascism and naziism are *not* synonyms. Modern fascism was invented by Benito Mussolini, not by Hitler. Fascism, in an isolated state, means something like "a militant nationalist-socialism". It rejects class discrimination and segregation of the sexes, and even Benito Mussolini rejected Hitler's racism/antisemitism on several occasions. Infact, he considered an idealogical racism flawed and impossible. Ofcourse, fascism continues to be strongly associated with German Naziism, but this is, possibly, unfortunate.

2583
DF Suggestions / Re: Underground Diversity
« on: January 04, 2009, 02:45:11 am »
I don't know how true it is, but I've heard that waterlogged lumber (wood that's been underwater for decades, but hasn't rotted, due to the low oxygen environment) is quite a bit more valuable than other wood. It seems reasonable, considering that the coloration would certainly be affected, not to mention the time and effort involved recovering it--and ofcourse, it's a novelty.

Maybe your dwarfs could recover wood that's been lost down in a deep underground lake, and be rewarded with a valuable resource and trade-item.

At the Mountains of Madness is a great story. Really fun to read (and available online, for free). You can definitely see a bit of it's influence in the movie 'The Thing' (both the 50's version, and the John Carpenter version. Both are *highly* recommended, and worth watching, if you haven't seen them before.).

'The Mountains of Madness' is even better though, although admittedly somewhat less accessible.

If you like 'At The Mountains of Madness', I also recommend Jeff Vandermeer's fantastic 'The City of Saints and Madmen'. Definitely takes a cue from Lovecraft, although the setting couldn't be more different, and in this case, the "elder race" lives underground.

Which ofcourse makes it all the more valuable for DF.


2584
DF Modding / Re: Dwarf Fortress Complete [Alpha v2]
« on: January 04, 2009, 12:59:21 am »
It does, but I haven't checked the actual mod to see if it elaborates on the whole Japanese swordmaking concept. If it does, then just ignore this post.

2585
DF Suggestions / Re: (WorldGen) More Varied Civilization Events
« on: January 03, 2009, 08:10:51 pm »
Going along with the "discovering resources" percentage chance, I'd very much like the ability for civs to discover formulae for making various substances, as well.

I'd also like to be able to mod percentage chances for each resource, on a per-civilization (or atleast per-species) basis, and to require that the resource actually *exists* where that civilization is.

So no automatic 10% or whatever chance, the percentage chance is only that an existing resource be discovered and actually exploited.

In year 115 Metalbrightening (a competing dwarf civ from your own) might discover copper ore (50% chance for dwarfs and kobolds per year, where copper ore is present, only 33% for humans and elves, and 20% for goblins). In the year 119 they strike gold (10% chance for dwarfs, 5% for humans), and by 134, have discovered how to make rose gold (25% chance for both dwarfs and humans, but 33% chance for fancy-boy elves, since it's a jewellery item).

2586
DF Suggestions / Re: Underground Diversity
« on: January 03, 2009, 08:00:25 pm »
*tips hat*

2587
DF Modding / Re: Dwarf Fortress Complete [Alpha v2]
« on: January 03, 2009, 06:24:50 pm »
Deon, I've added some 'black sand' formulas to my metals list, so that 'black sand' can now be used to make tool iron, grey cast iron, white cast iron (and delta iron), core steel, black steel, and jewel steel.

You're welcome to borrow these formulae for your Japanese humans, since the Japanese used black sand in their swordmaking, and having them rely on black sand instead of mining for iron would make them different from dwarfs, and from other humans.

There's also green and blue billon, which I borrowed from the Japanese practice of Mokume-gane.

2588
DF Suggestions / Re: Guns!
« on: January 03, 2009, 05:04:38 pm »
Only the ones thick enough to expect a world with dragons and magic in it, to operate even remotely similar to real-world physics.

And for that matter, the physics are pretty darn close to the real world. Most things *do* work like you would expect them to.

For instance: I allow the abacus, the compass, the astrolabe, the waterclock, and the telescope. Not to mention the repeating crossbow, concrete, plastic-in small quantities only-antibiotics and vitamin pills, and some advanced alloys.

It's only when you get to machines as complicated as a wristwatch, that you really start getting noticed by face-eating demon squids.

So it's really a matter of explaining why there are still dragons and giants around, why humas wouldn't have invented guns, why they'd be running around in suits of armour, etc. rather than trying to just shoehorn in a bunch of anachronism, without any thought behind it.

2589
DF Suggestions / Re: Interesting thing about Magic: Necromancy
« on: January 03, 2009, 04:51:14 pm »
Muz, OT though they may be, I *do* like your ideas.

One aspect of necromancy that seems like it would be particularly...fun...would be the idea that, once you've slaughtered your demanding Nobles in various entertaining ways, the bastards just might come *back* and make even more demands.

Maybe the undead Nobles would even hire themselves a Necromancer, to bring themselves back from the dead, and stage an undead revolt.

You might just require an exorcist. Which would be all kinds and shades of coolness.

What would make it even more fun would be if it was only *sometimes* a real haunting, and the rest of the time, the dorfs just spooking themselves and each other.

2590
DF Suggestions / Re: Peircing and Bashing
« on: January 03, 2009, 05:20:13 am »
Even the best plate armour could sometimes be pierced by crossbow bolts (not much you can wear and fight in is going to resist 5000 lbf from the largest steel arbalests, let alone a ballista), and even English longbows could penetrate poorer quality plate. 

2591
DF Suggestions / Re: Underground Diversity
« on: January 03, 2009, 03:20:39 am »
Realizing that this thread is about underGROUND features, and that this is technically off-topic, it still might be really interesting to see what's going on deep inside, and under, glaciers. I mean, on Earth, aside from core samples and satellite images, we don't know a whole lot about what's under various glaciers, particularly Antarctica, and the Arctic Circle.

Glaciers are mysterious places, and this could be extended to DF, profitably. There could even be rare substances (ice that's stronger than steel, for example, but that still melts if it gets too warm) and hfs that could only be found underneath glaciers.

2592
DF Suggestions / Re: Interesting thing about Magic: Necromancy
« on: January 03, 2009, 03:12:23 am »
Magic should definitely be a more subtle and dangerous thing than is usually portrayed (in D&D, or Diablo, or even Harry Potter for that matter), with serious drawbacks, and major difficulties to overcome.

I want to see magic in the game, but I *don't* want things like magic missles and fireballs (yeah, I know they're already in the game...doesn't mean I have to love 'em.)

I want magic to be, frankly, *magical*
If and when I encounter it in the game, I want it to invoke my imagination, and I want it to *not* turn DF into a quasi-shooter.

DF can do better than fingertip lazer beams and spontaneous explosions.

2593
DF Suggestions / Re: Guns!
« on: January 03, 2009, 02:59:21 am »
I've run a few roleplaying games in my time (geek that I am), and I've often found it useful to declair that it's perfectly reasonable and acceptible for gunpowder and similar explosives to be invented, in a fantasy society. That infact, it's probably already happened once or twice.

Unfortunately, as a side-effect of the slightly different set of physics governing the fantasy universe (which allow magic to happen), the chemical reaction that would, on Earth, produce a powerful explosive, instead produces a large amount of greasy, mildly acidic black foam that dyes everything it touches purple, smells like rotten eggs, and, if not burned in a timely fashion (it burns-and stinks-like rubber), will quickly be inhabited by a certain airbourne mold which will inhabit the foam, gestating into a "black pudding" type creature, which slowly but efficiently consumes anything organic it comes in contact with.

Also, considering that gods *do* incontrovertibly exist in the fantasy universe, the sudden expenditure of large amounts of energy (such as the use of high explosives) angers them to such a degree that anyone wasting such a huge amount of the Universe's potential energy can expect to have their own potential energy immediately and irrevocably harvested, atom by atom.

After all, magic-although not always dependable-is prevalent, and is much less harmful to the carefully maintained balance of creation vs entropy that the gods are trying to maintain, in order to keep the universe intact.

Finally, petrol-being the actual black blood of the earth-while it *can* be safely harvested in small amounts, for use in "Greek Fire" type devices, mineral oils, and the like, would cause catastrophic reactions (major natural disasters, for a start), if it were ever extracted in a large-scale operation.

You could certainly invent steam-engines. However, the indiscriminate burning of coal can sometimes awaken ancient, powerful and malevolent spirits, part undead, part elemental, all psychotic, locked inside of the coal for millions of years.

Coal smoke also acts as a powerful vision-inducing hallucinogen (brought on by the trapped spirits), and as such is regulated by various religions and governments, and coal is looked upon as a taboo substance.

It's safe for smiths to use, since smithing is considered a sacred profession, and it's safe for poor people to burn coal for warmth, but that's about the limit.

Ironically, it's a whole lot easier and safer in fantasy worlds of my creation to invent a working automobile (maybe try solar power?), than it is to set off a hand-grenade. It's too bad that demons are naturally and instinctively attracted to complex mechanisms...

2594
DF Modding / Re: Dwarf Fortress Complete [Alpha]
« on: January 01, 2009, 09:33:05 pm »
I agree with StrikeTheSand. Racially motivated comments are best reserved for those tree-buggering elves.

2595
DF Suggestions / Re: The skill synergy thread
« on: January 01, 2009, 09:29:03 pm »
I like this idea, including the part about the right tool for the right job. I even think certain skills should require more than one tool to perform more complex jobs.

Take butchering, for instance.
With a knife, you can slaughter an animal, clean it, and butcher it, to a certain degree, into certain cuts of meat.

With a cleaver, you can do more complex cuts, more easily, and it's *very* handy when you're working with frozen meat.

For the most complex tasks, and for the largest animals, what you really need is a bone saw (not a saw made of bone, rather a saw made for cutting *through* bone).

A butcher would also want an apron, a leather strop for sharpening, and some trussing twine.

Ofcourse, you can still butcher with a knife, but having the option to "fully equip" your master butcher, in order to make a wider variety of meat cuts would be entertaining.

Pages: 1 ... 171 172 [173] 174 175 ... 183