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Messages - Squirrelloid

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256
Matters a lot at higher population.  Only one dwarf can 'stand' in a tile, so whenever two dwarves have to pass one of them will sit down and move slower.

Also, if you have multiple 1-tile ways of getting somewhere, a dwarf seeing another dwarf enter the 1-tile way of his choosing will try repathing through a different passage.  This can lead to amusing games where a dwarf continuously repaths back and forth between multiple routes as other dwarves occupy the passages.

257
I dig a stair shaft straight down, first a single-tile exploratory (to see what the underground looks like), and then either find a place to drop a 3x3 stair shaft through solid rock, or wall off caverns around a 3x3 centered on the single tile exploratory.  I'm looking for magma ASAP.  Ultimately, i can channel out the central stair and designate a garbage dump on any level straight down to magma.

I try to build my fort around this stair shaft.  Sure, farming will be at the top - but my farmers never need go all the way to the bottom.  I don't build bedrooms until later, so those can be sunk 20 z-levels, and the dining hall can be about the same depth (this isolates bedrooms from noise pretty effectively).

The transit time isn't that bad since you're only walking it occasionally.  And you can separate your fort into deep dwarves and 'surface' dwarves via burrows.  You can even make a second dining room and drink repository near the bottom.

258
Removed from above *through magma*?  That sounds more ridiculous than old channeling.

Anyway, my biggest complaint has always been the fugly liquid breaches.  I could care less about moating.  So the extra designation step is irrelevant to me, its the fact that I can't remove them when they're covered by water/magma that annoys me.

259
DF Suggestions / Re: Cannon
« on: April 21, 2010, 11:43:52 am »
I want things that explode, duh.

Gunpowder alone would lead to hours of fun... and "fun".
Cannonballs (heated ones, aside) don't technically "boom".  And if you have explosives you can chuck an explosive one with a ballista, no problem.  (In fact, probably less, as you give it a steady acceleration without forcing it out with flame and whatnot, which means you don't have to worry about the charge exploding in the barrel and go the way of timed/contact fuses.

You can pack a hollow cannonball with gunpowder, stick a fuse in it, and fire it from a cannon (which will light the fuse) - that's an explosive projectile.

I was specifically referring to gunpowder as explosive.  Cannon themselves are an entertaining and hazardous variation on siege engines, and could fire grapeshot as an anti-personnelle weapon.

260
DF General Discussion / Re: Real-world information in the Wiki?
« on: April 21, 2010, 11:40:38 am »
stuff

Actually, I've found that it is possible to explain the contents of such articles, once they are understood, in layman's terms.  It is possible to tell someone in brief, and without extrapolating Latin or Greek roots, what "crush syndrome" entails.  Sure, you won't be able to diagnose it from such an explanation, but that's not exactly what we're asking for here.  My idea of a summary for "crush syndrome," for example, would be something along the lines of "A kidney-failure-inducing syndrome caused when bloodflow returns to pressure-damaged muscles, releasing muscle-destroying chemicals."  That's what I got out of the article once I'd followed enough links. 

Wait, didn't it say basically that?  I mean, sure, it used some 10 cent words instead of 1 cent words, but expanding your vocabulary is good for you, and I'm guessing they chose 10 cent words because they had a more specific meaning that was more accurate.  It would be easier to point out the flaws in a 'layman's rewritten version' if it was something I had technical expertise with.

261
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 21, 2010, 11:31:18 am »
My theory on elves involves their spiritual leaders as psionicists - ie, able to manipulate the spiritual energies of themselves and ultimately others.

That said, the Psion class isn't intuitive enough (and also too wizard-scale in power), so i'm figuring PsiWar and Wilder are typical of said spiritual leaders.

262
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 21, 2010, 03:49:19 am »
we are ALL chaotic neutral.

...

I actually hadn't written an alignment quite yet.  And I hadn't looked to see what alignment everyone else was... La la la, I was thinking about being Lawful.

263
DF General Discussion / Re: Real-world information in the Wiki?
« on: April 21, 2010, 03:38:27 am »
I haven't had occasion to look up geological articles on Wikipedia, but here are two examples of medical articles:

http://en.wikipedia.org/wiki/Acute_stress_reaction  I was looking this one up for a novel I was writing.  Maybe some can grasp the starting paragraph, where they usually "summarize" whatever the article is supposed to be about, but I was hit with a wall of text and sort of faltered.

http://en.wikipedia.org/wiki/Crush_syndrome  This one I looked up because someone mentioned "crush syndrome" right here on the forums.  The start is better, but when I hit "pathophysiology" I had to start following all the links and try to figure out what they were saying actually caused it.  This is how it usually is for me with wiki articles - in order to understand half of it, you have to open 5 more articles just to understand the terminology.

I didn't find either article confusing, and I am not a doctor.  The first paragraph of each was a fairly concise description that seemed accessible to everyone, if rather abbreviated.  Most of the body of the text (intro or non) was also perfectly understandable to at least a basic level of comprehension without going out of my way to look things up.  Admittedly, it helps when you can parse latin and greek derived words into roots, because then you can make sense of them in a rough way.  But that's generally true of medical and scientific writing.  eg, nephrotoxic isn't a word I was formerly familiar with, but the sense is clear from its roots.

The problem of course is that articles about medical conditions (or anything really) need to get technically complex if they are to give an accurate description of the subject.  To expect that you will perfectly understand the nuances of a medical disorder simply from reading an encyclopedic entry about it and nothing else is ridiculous - having to read additional pages should be *expected* since you have to gain the necessary background knowledge to understand the topic.

Your complaint is like expecting to understand string theory without an understanding of quantum mechanics or general relativity.  It simply can't be done at any meaningful level.

264
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 21, 2010, 03:18:51 am »
While the cannibalism thing may be ok between elves,do remember that most humans in the DF canon live in small towns they rarely leave,and probably have numerous horror stories about the evil elves.(cannibalism seems to be the number one reason the humans go to war against the elves in world gen)

Dwarfs,obviously,don't have the best relations with elves.As a chaotic barbarian,i doubt my character will care about the cannibalism thing,but it might be a problem explaining it to any do-gooders.
 Essentially,be discreet about it.

The consumption of a sentient being is a sacred act, and should be accomplished with the solemnity and ritual appropriate to such an act.

265
DF Suggestions / Re: Cannon
« on: April 21, 2010, 03:16:28 am »
I want things that explode, duh.

Gunpowder alone would lead to hours of fun... and "fun".

266
The point is to "annoy" players, as you put it. It's actually called disencouraging. When you know you'll have to perform extra actions, you'll think a little before starting your construction.

As to why player actions are a resource... well, put it this way. The time it takes to designate something is irrelevant because of the pause feature. The time it takes to actually dig the thing out is also irrelevant because you normally have quite a lot of time on your hands. The resource cost for a channel is usually negative, because you get rock from channelling (unless on soil, in which case it's zero). Therefore, there's only one way to apply balance to channels - make the player pay more of his attention. Micromanage, essentially. That's also a form of balancing. Now, when your first-pass channel is done, (I'm presuming here the re-channel functionality is added) you will have to look away from anything else you might be doing and designate the ramps for removal. The pause feature lessens the magnitude of the impact this has, but it's still there nonetheless. It doesn't really have to be a limited commodity in order to be a resource. ;)

You might almost have a point if hundreds of thousands of designations per dwarf year wasn't typical.  The extra inconvenience is unnoticeable.  Lets be honest, there's no way to make building a simple moat a project because its just a small thing next to crazy pumped maga traps and 20000 block castles.

Quote
Oh, and "don't use it if you don't like it" is a bad argument. It's like saying "don't use overpowered units if you don't like them" in any RTS. The problem is that they're there, and while DF isn't a game with real competitive play, it's generally a good idea to make the game difficult on its own rather than have the players devise self-imposed challenges.

Well, its the way DF is right now.  There are plenty of things that are 'overpowered' - i've defended a fort for 15 dwarf years on nothing but traps.  Its not a competitive game, so challenging yourself by restricting your options is a valid playstyle.

Certainly the change to channeling does nothing to make the game more difficult.  In fact, making the game more difficult is probably next to impossible.  You have *years* to engineer a defensive system to deal with any invaders - that is a substantial advantage.  All AI is exploitable, and players will figure out how to exploit it to minimalize the risks from attackers if they care to.

267
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 21, 2010, 02:59:44 am »
So, i had the following thoughts about elves:

Endocannibalism: Elves consume the bodies of their revered dead, especially ancestors, in the belief that it preserves their souls and passes on their memories and experiences.

Exocannibalism: Elves consume the bodies of other sentients they have slain to emulate the qualities of their foes.

Basically, the act of cannibalism has spiritual significance for an elf.  The consumed is made immortal in the elf, and its essence made part of the elf's essence.

Kuru: most elves have contracted Kuru by sometime in early adulthood, but the elven immune system makes them mostly immune to the worst effects of it, and the disease is not typically fatal for elves.  Many elves do tend to laugh in inappropriate situations due to the disease, which gives elves a reputation for a strange sense of humor.

268
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 20, 2010, 09:20:20 pm »
I was gonna buy an everburning torch since I have the money, but I decided that a lamp and oil might be more authenticish.  I have a few things to ask though.  Why do you have 2 sq. yds of canvas and a mirror?  Is an ounce of ink all you'd need for 10 sheets of parchment?  Would you have bought a climbers kit if you could afford to(you seem to have a bunch of other climbing supplies)?  Why do you have a glowing sword(which lights up 20 feet), sun rods(which light up 30 feet), and candles?  I can understand the first two, so that you can see well at either of those ranges, but candles are like 5 feet of dim light right?

A mirror is potentially quite useful.  In addition to the obvious mythological use, you can utilize them to look around corners and for signalling at a distance.

2 Sq. Yds of Canvas?  I'm sure I'll think of something.

1oz. ink is almost certainly sufficient for 10 pieces of parchment.  Probably more than that.  There aren't exactly rules for this stuff though.

I forgot there was a climber's kit, honestly.  A hammer, pitons, rope, and a grappling hook basically are a climbing kit.

Regarding light sources:
Sunrods are strike and then they stay lit no matter what you do with them.  So you can throw them, drop them down a shaft, drop them on the ground and move elsewhere, etc...  Totally different use than a lightsource to hold.

Candles are good for non-combat non-adventuring uses like writing or whatnot.  Using a candle also produces molten wax, which can be used to seal things like letters  (special sealing wax will hold a seal impression well, but even regular wax will hold parchment closed).

Having my sword glow means I have a light source i can use in combat without tying up a hand.

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Since I don't understand how some stuff can be used, why do you even want an 11 foot pole?  I was gonna ask how you managed to fit it onto a mule, but the mule's about 10 feet long, so you could probably strap it to it's back without affecting mobility too much.

Because 10' pits are common. =)

Just in general, a pole is a versatile piece of equipment that can be used for a variety of purposes, like tripping traps and extending your reach.

---------
Thinking about things, I need to find entries for some additional useful items.  Like thread and iron nails.  Hmm... probably want some salt too.   Wow, I really don't have enough room for mundane equipment...

269
DF General Discussion / Re: Dwarf Fortress in DnD
« on: April 20, 2010, 07:34:43 pm »
My character sheet has an implied mule, if anyone is confused.  (Paid for, nowhere to record it!)

Also, the rest of you need to spend more time thinking about gear.

The only thing missing from my character sheet is description (keep meaning to get back to that), backstory (i need to reformat, lalala), and food rations! 

I suppose I'll have to buy food supplies after we figure out how far we're wandering...

270
DF General Discussion / Re: Real-world information in the Wiki?
« on: April 20, 2010, 02:49:37 pm »
... isn't it obvious?

Bronze < Silver < Gold.  I mean, there's only been organizations awarding medals in those gradations for well over 100 years.

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