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Messages - SirHoneyBadger

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271
DF Dwarf Mode Discussion / Re: Weapon research
« on: February 26, 2011, 07:54:01 am »
Concerning the speculation on warhammers: You could solve the problem of warhammers getting stuck in shields (or skulls, for that matter) by engineering a larger, flatter head, with a greater overall area. The damage done (and armour-destroying nature) could then be salvaged by employing either a "ball-peen" or blunt pyramid striking surface, or simply adding a short central stud or spike (or more than one), which would be kept from penetrating to a dangerous (for you, not them) depth into material, by the surrounding flat head.

This type of warhammer might actually be an improvement over a battleaxe, which has always had the problem of getting stuck into bone. Less maintenance required, as well.

The larger head should also make it a bit easier to strike the enemy, and wouldn't have to be horribly thick, reducing the overall weight.

Balance, by the way, is pretty important in a warhammer: You don't want to overextend yourself with a weapon, especially one that isn't very good at parrying or deflecting counterattacks. You also don't want to swing too hard and lose your grip, particularly considering that warhammers were often employed from horseback. Even if you have a method of retaining the weapon, badly losing your grip on it can still prove disadvantageous, to the point of being fatal.

P.S. Mercury cored platinum hammers with iridium hafts, tungsten spikes, and beryllium sweet spots are all well and good, but in real life, anything over 2-4 lbs (kilo, kilo and a half) gets really, really heavy after desperately swinging it for several hours, without a break. If anyone out there still doesn't consider this to be a bug along the lines of the gatling-crossbow, try it sometime and let us know how it goes*.

*I'm absolutely not suggesting anyone ever try the following, but if you really wanted to simulate the stress and life-and-death nature of a real battlefield, you'd try swinging that platinum hammer while floating-for a while, atleast-in the middle of a deep swimming pool. I hope your horse is a good swimmer.

272
Life Advice / Re: Neonivek's Mutant Cooking!
« on: February 26, 2011, 07:08:35 am »
Peperoncini are a really good food product: They're really cheap, and easily found in most supermarkets. They come pickled in a jar, so they last forever (The Greek ones are a golden color, not green, and are a little sweeter and nicer, in my opinion, than the Tuscan variety).

They're juicy, thin-skinned peppers with a spicy, sour flavor, and go really well with meat. I especially like them cooked with beef, such as a steak or a roast. They aren't terribly hot, the Greek ones are pretty easy to eat raw, but their heat is enough to add a nice kick to meals, without being overwhelming. They mix well with most other Italian ingredients, and are fantastic on a sub or in a Greek salad, but they're interesting enough by themselves to just eat along with bread and olive oil, with maybe a handful of olives and some feta, for a quick  lunch.

As a pickled whole pepper, they naturally have a lot of healthy aspects, as well, and you can eat the entire pepper, including the stem, as well as use the liquid, which is a very nice ingredient in peanut satay.

273
DF Community Games & Stories / Re: The Birth of an Artifact
« on: January 06, 2011, 03:34:55 pm »
Awesome, I like how you make your world your own and go into detail about every part. It gives the world an extraordinary amount of depth.

Thank you!

I have some ideas for the story, so we're neither gone or forgotten.

I'm actually seriously considering transforming this into a full-scale fantasy world, to build from the bottom up. Part of the problem I've been facing, as far as continuing to write on this, is that all the background I've been making up, as I go along. It's really becoming difficult to continue it with consistency.

I loathe inconsistency. (Yes, inconsistent posting included.)

And so, every time I post, I'm forced to either read the whole thing over, atleast once from the very beginning, and then return repeatedly for notes, names, styles of speech, etc. or simply make something up that isn't exactly a part of the ongoing story.

So, I'm thinking about taking my ideas about dwarfs, and the ongoing story here, and incorporating it into something vaguely on the scale of a Middle Earth. Honestly, that would make writing a thousand times easier, while providing a thousand times more content for everyone to read. It would also allow me to add short stories, and even long ones, while "building up the world".

It'll require some serious gear shifts, but I do believe it'll work out better in the long run.

274
DF Community Games & Stories / Re: The Birth of an Artifact
« on: December 11, 2010, 09:44:50 am »
Ok, so I'm going to elaborate a bit on dwarfs, and their naming conventions, as well as overall culture.

Naming the first name of your children after tools is something you would find more often in the lower classes and more rural areas. It would be a lot like the human Christian custom of naming your kids after names, or even random words, found in the Bible. "Mat'tock" would more or less equate to Zaccharia, or Moses. It would tend to be a tool the father would use on a regular basis, be familiar with, and enjoy using. The idea is that a child, like a tool, is an extension of your "self", as a father.

As a farmer, there's a big selection here, but since Mat'tock's father also made a living as a storyteller, he could have just as easily named his son 'Word', and this would have been acceptable, although less usual. Physical tools are much more common.

Note that the Bible name wouldn't necessarily be a word that would at all derive directly from your own culture. It would just be a common element across several of them. A similar effect would occur here, since the tools would be cross-cultural.

The last name is much more important, and in most dwarf cultures comes from the mother, and would be passed on. Some dwarf cultures present the last name first, but not in this area of the world.

Among royalty--as in the case of Chrysoberyl, our Monarch, gemstones are very common as first names, although every member of a generation gets a unique name, and is never named after a living relative. So Chrysoberyl might have been named after a deceased ancestor, but noone alive at the time of his birth.

So no juniors and seniors with the same name. Infact, this would be a very rare occurrance in any dwarf culture, as there's a mild, unspoken "death" taboo connected to names, and the idea that naming a child after a living person might cause their souls to swap, or fight, or maybe just depart. It's a little vague, even in the minds of the dwarfs themselves, but it probably has something to do with the existence of undead.   

In the middle--or among the affluent and literate dwarfs, up to and including nobility, first names derive directly from the runic alphabet. In the last century or so, since a separate widely accepted musical alphabet and written musical language has become popular, first names are starting to become more stylized, and to draw heavily from this musical system.

Finally, the goblin language is the most commonly known tongue among the sentient species, and is used as a universal trade language. To be frank, it's an easily learned language, very versatile, and very expressive. For the most part, the dwarfs have successfully ignored the influences of this language, but it's very slowly making fairly unwelcome inroads into dwarf culture. So this shows up a little, but it's mostly confined to merchant families who trade very closely with other species, on a regular basis.

You'd find such affected names much more commonly in a Fortress of less than 10 years, than you would in the Mountainhome--and dwarfs who move to the Mountainhome, or any older institutions, or that are looking for jobs or positions, very often revert such names to their more "pure" form, and pretend they never were called anything else.

Merchants have a lot of money, but much like in feudal Japan, they don't have a high social status. Dwarf society is primarily a low-key matriarchy, and women just don't become merchants. They may have sons who are very wealthy merchants, that they get their money from, and many dwarf societies forbid males from owning property, or even marrying, so mothers very often hold all the purse strings, but the women themselves run the Fortress, they don't do outside trading. 

This is yet another taboo, in place to protect fertile dwarf women from outsiders, and their potential diseases, which doubly functions to keep dwarf women in power.

Marriage is a strong and respected institution that's not very dissimilar from human marriage, and spouses are expected to be faithful to one another, but there's no social taboo against children born out of wedlock, for the child, and intentional celibacy would be considered a rare, and bizarre, eccentricity, or just a plain old self destructive mental illness.

Sex is considered a normal part of life, and fetishism is fairly uncommon. Taboos against homosexuality are rare, particularly against lesbianism, and even when in place, are much milder than human homophobias, and tend to be against socially powerful dwarfs in hereditary positions, that ignore their responsibility to produce a child, in favor of a same sex relationship.

Most dwarfs have had atleast one or two same-sex experiences, at some point in their lives.

Groups and circles of female semi-secret societies hold the real political and social power, and any male leader, other than in terms of direct military leadership, is likely to be a figurehead, and can often be easily replaced. To use our Monarch again as an example: Userping him was upsetting to his society, but to overthrow the entire government would have required toppling the council supplying his family with power and position, and banishing or assassinating several very powerful females in key positions, and then doing something to push their families and clans out of the political loop, and then replacing them with something strong enough to keep the farmers, soldiers, and craftspeople working.
So it's a pretty stable society.

So merchants are low in the food chain, slightly above foreigners, other species, some slaves, but below aboveground farmers like Mat'tock's family.

Females are reagants (holding the real power and control, behind a more public figurehead, who may be male or female--The most powerful individual in a society would be something like a Dowager Empress, but one who actually called the shots, and who was in turn just the head of a high council).

Females are the managers, the logistics experts, the architects, city planners, governors, possibly but uncommonly theater generals and rear admirals, on down through society to the basic shop owners (as opposed to the male merchants actually running the shop), and the "basic unit" family matriarch.

The military, the merchants, and philosophers (who often represent one of a few strong male-only secret societies), are pretty much the three areas where men are, or can be, directly in charge, and hold real power, depending on the society. Performers can be an exception to this, in areas where this is male only, or a male-dominated field, and where performing has achieved an elevated status.

Secret societies, "mystery" societies, and semi-secret, politically powerful organizations, are a very common and pervasive aspect of dwarf culture, many dating back centuries or more, having strong social and religious connections, to the point of being directly integrated into that society's government at every level. Dwarfs living in cities very often belong to atleast one of these, if not several, sometimes mutually exclusive.

Craftsdwarfs hold the highest gender non-specific place in dwarf society, and often have very strong ties to religion, and the military. Craftsdwarfs of sufficient talent and dedication, especially food prepairers, are often supported by their society. The most talented cooks, brewers, and cheesemakers are the most important individuals, followed by armsmakers, and then by underground farmers and herders. Miners and military personnel are next, and then furnace operators, although certain furnace operators who maintain Fortress temperature, and also operate the vents that regulate airflow, can hold great importance and power. Below furnace operators come doctors, apothecaries, aboveground farmers, herbalists, and anyone else of direct--if lesser--importance to overall Fortress survival. Weavers, leatherworkers, and clothesmakers are below them, because a dwarf running around naked in an underground environment--while uncomfortable to all--won't actually kill that dwarf.

Iron, coal, and salt are the three most important mined items. Gold and gems are considered attractive, but their place in society among the rich has to do with the rich being the only ones able to afford a pretty, very expensive, but ultimately inedible, relatively worthless, item. So displaying wealth is a sign of social status, but would only make a poor person look like a fool.

There does exist an underground countermovement to this, which celebritizes goldsmiths, gemcutters, etc., so the very best of these might achieve a little counterculture rockstar status, in a few dubious circles. So these can have a somewhat elevated status, fueled by this irony.

275
I don't understand the whole 1/7 ratio either.

I wish more games (and more things in general) would use something sensible, like a base 12 system.

Sure, humans are very proud of their 10 fingers, and their ability to easily count with them, but having everything be divisible by 12, in a complex system, since it's divisible by a lot more numbers (1, 2, 3, 4, and 6), is a lot easier to understand and work with, in the long run, than 10, 7, or any other random pick.

276
DF Community Games & Stories / Re: The Birth of an Artifact
« on: November 20, 2010, 12:41:33 am »
Those are all really great suggestions!

Quite thought-provoking... I 'll just say for now that I'm happy to see that people picked up on the flask...and leave it enigmatically at that.

I should write some more details about my version of dwarfs, and go into depth about their naming conventions/language. That's a good idea. I've done some work on their physiology, but that could use an update.

I'll do my very best to post again over the holiday.

277
DF Community Games & Stories / Re: The Birth of an Artifact
« on: November 10, 2010, 06:46:42 am »
Vague and random works.

Vague and random are pretty much where I'm at right now, anyway...

Feel free to keep the ideas coming. Just knowing that people are interested, really helps a lot. 

 

278
DF Community Games & Stories / Re: The Birth of an Artifact
« on: November 10, 2010, 05:42:52 am »
Not forgotten in the least little bit. Infact, I think about this story on a pretty much daily basis. I just can't seem to figure out what the next part will be, and my inspiration has been pretty dysfunctional, for a while now.

Let me know if anyone actually wants to hear the list of excuses as to why that is.

I don't mind going back and working on world development for a while, though, so I'll make you guys a deal: Tell me what you want to know more about, and I'll try to write some sections about that.

I really do enjoy this story, I just can't seem to find any concrete motivation to actually work on it...so maybe you can help a little.

279
Creative Projects / Re: Finding Caliphates, Please Help!
« on: October 24, 2010, 10:40:45 pm »
The Mughal Empire is really quite interesting. You should enjoy whatever time you invest into studying it.

It existed at roughly the same time as the Ottoman Empire, in the Indian subcontinent, was founded by the semi-mythical Babur, and was ultimately responsible for the Taj Mahal's creation, built by Shah Jahan.

280
Life Advice / Re: Life and Times of Strife26
« on: October 09, 2010, 01:49:59 am »
If you go to West Point, upon graduation you'll become a Leutenant, instead of starting as a Private.  So, higher rank, higher pay grade, and generally speaking, a little less personal danger.

281
Life Advice / Re: Neonivek's Mutant Cooking!
« on: October 06, 2010, 04:20:25 am »
Hmmm... Looks like it has been, as of 2007, according to the internet.

Sorry about the incorrect information. The red savina habanero had been the hottest before that, since 1994, but I haven't bought a new Guinness World Book for several years.

I do very much enjoy the flavor of habaneros more than any other hot pepper that I've sampled, but I don't often cook with them, except for chili or hot relishes/pickles/home made vinegar hot sauce.

For every day food, I stick with dried Thai peppers.

Datil peppers are supposed to be comparable in heat to regular orange habaneros, but have a sweeter flavor. I haven't seen them in my area, yet, but they sound nice.

282
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 04, 2010, 05:13:21 pm »
Hey everybody, I'm so glad to see this thread is still going strong!

 8) 8) 8) 8) 8)

I'm thinking about starting into my multitudinous vermin mod, sometime fairly soon...I'll keep you posted on how that's going, and when I get a decent amount done (meaning: when I'm more comfortable with really basic things like vermin), I can start in on the "Bare-bones Mod" the OP promises.

Has anyone actually modded any new vermin, since the update? If so, any thoughts or examples you'd like to share?

Also, how does everyone feel about the way the DF Wiki explains modding? Is it worth making a separate tutorial, at this point, or is it good enough until we get more updates to the game?

283
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 03, 2010, 07:22:13 pm »
Building constructions is another good idea. I wouldn't say that it's a replacement for tunneling, but it's certainly an option. The big problem with it is that most Fortresses are built directly into the nearest suitable mountain, meaning there's not always a wall, per se, to build/climb over.

And castles had roofs, which is often overlooked by a lot of modern games. It wasn't just a question of laddering over the outlying curtain wall. Those roofs were also defensive/defendable, and often extremely steep, making trying to climb onto them, and then fight from them, a risky proposition.

284
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 03, 2010, 05:58:14 pm »
No, the game isn't hard enough.

A big part of the appeal of DF, for me, and I hope for a lot of other hardasses iron gamer Sid Meyer difficulty level masochistic players, is that it's a challenge.

Mining and tunneling aren't magical acts that only a wizard dwarf can do. There's absolutely no good reason for dwarfs to be the only ones doing them. Lots of people want tunneling, lots more than don't, as evidenced by the poll. The only question is how to make seige tunneling happen, in a way that provides the most entertainment value.

I'm all for allowing it to be disabled, if you don't want it in your game, and having difficulty levels is a great idea, but there's nothing appealing about it not ever showing up.

285
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 03, 2010, 06:47:14 am »
I kind of am thinking that the ability to make picks should be required, for digging through solid stone, and possibly also for destroying constructions, below a certain Size value.

In other words, antmen should be able to make and use picks, and critters smaller than, for instance, a giant, shouldn't be able to smash through constructed stone architecture, without a pick.

Exceptions could exist, but these could be rare.

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