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Messages - Interus

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376
DF General Discussion / Re: Great things that start with "M"
« on: November 18, 2010, 10:41:05 pm »
Manipulation.

It's probably not directly relevant, but I like the word.

377
DF General Discussion / Re: Something I learned recently
« on: November 16, 2010, 01:56:02 pm »
Also, I'm not sure if the creature was actually called a bogey or if that's just a translation thing.  Mostly, I just thought this was interesting and obscure enough that I should share.

Lol. It's a translation, obviously. Spanish doesn't look like that, and anyway, we all know where bogey comes from. It's a diminuitive of bog-dweller. In rural England, the bogs were viewed as wild places outside civilization where the unknown dwelt. Add in the occasional grotesque body dug up out of the peat like Lindow Man and other well-preserved Celtic mummies. The bogs were places of dread and scary things. Thus, bogeyman.

Toady's inspiration is the scary stories of medieval England and Germany (Brothers Grimm).

I was pretty sure it wasn't Spanish, but the site says it's from aboriginal culture, and I wasn't sure if maybe they had a word that sounded similar.  It happens fairly often, but Bogey doesn't really look like any of the other creature names that were used.

I haven't really read any of Brothers Grimm, so I don't know how they describe bogeymen.  I feel the need to state again that I'm getting my info from wikipedia, so while I find it interesting, I understand that it could be inaccurate.  Everything they list talks about different monsters that steal children, and the current bogeymen don't seem to do that.  In fact, some of that stuff seems more like night creatures(the taking people away from their homes and killing them part).  I wouldn't be surprised to learn that Europeans have legends of creatures that attacked lone travelers and might have led to bogeyman legends too, but I was mostly looking at stuff I didn't recognize at all, and just happened to stumble upon something super familiar.


Also, I must admit that part of why I did this was because, if I used mods, I'd really like to see a flame-toothed giant dog too :P

378
DF General Discussion / Something I learned recently
« on: November 16, 2010, 04:26:40 am »
This is mostly about the bogeymen in adventure mode.
I spent a lot of time yesterday looking up mythical creatures, something which would have obvious ties to Dwarf Fortress, but I found something completely unexpected.  Under http://en.wikipedia.org/wiki/Legendary_creatures_of_the_Argentine_Northwest_region was this:

"If a woman had improper relations with one of the relatives of Almamula, he would punish that woman by transforming her into a series of different forms. First, the woman was transformed in a bogey that would stroll about in the night, seducing, murdering, and devouring any men that she encountered who were alone. Later, Almamula would transform the woman into a mule. The woman, in mule form, would be forced to drag chains during nights on which there were thunderstorms. Finally, Almamula would turn the unfortunate woman into a gigantic black dog with teeth of fire."

So... obviously the bogeymen aren't entirely based on this, because they don't try to seduce you, but most of that first part seems to fit eerily well, especially when wikipedia's main article on the "bogeyman" says that all it is is a creature used to scare children to keep them from being naughty.  Pretty much all the examples fill that roll too.  I don't think Toady's bogeymen actually care if you're naughty or not(anybody wanna try not fighting anything and see if that makes them safe at night?).

Also, I'm not sure if the creature was actually called a bogey or if that's just a translation thing.  Mostly, I just thought this was interesting and obscure enough that I should share.

379
Ok, that's my wagon.  Those are probably my dwarves, although I'm not sure what those extra things moving around are.  Didn't I bring some dogs and cats?  That's probably what those are, I guess.  I should build a farm first.  Ok, that's how you build right?  Farm plot.  That looks right.  Lets see, those buttons change its size then?  5x5 seems good.
...
WHY CAN'T I PLACE IT ANYWHERE!  This sucks, I quit.

Eventually I tried again, and in retrospect, I was probably trying to put the farm on top of trees or rocks, not that it would have worked anyway.  I obviously didn't have surface seeds or know how to get them.

380
DF General Discussion / Re: switching between dwarf and adventure modes
« on: November 14, 2010, 02:19:46 pm »
I think it's safe to assume that the 'switching' isn't going to happen (even though that would be awesome).

'The dwarves will be forced to deal with the economic situation of the outside world'

But this might mean that maybe... just maybe... you won't be able to sell an endless supply of mugs because there won't be enough demand for them?

Nah, when the demand for them drops, you just have to sell even more.  The merchants only giving 1db per mug now? Trade him 300 mugs for that dog.  Now he's only giving you 1db for a whole crate of mugs?  300 crates!

And then one of your dwarves creates an artifact mug that's diamond studded, made of platinum, and only worth 1db.

381
DF General Discussion / Re: I'd just like to congratulate the DF community
« on: November 10, 2010, 06:21:26 pm »
Is it really that hard to be better than the Minecraft forums?  I've heard bad things about them, although that's mostly been from these forums, and I'm sure a game that makes griefing other players as easy as minecraft does would attract a lot of immaturity.  I've never been on them though, and I have to admit that it seems like it might be exaggerated.

For example, before I came here, back when I still played WoW, I would frequent the WoW OT forums.  It was fairly common for people to discuss the immaturity of the General and OT forums, and to say that the OT was immature, but not nearly as bad as 4chan.  But I've heard from people who go to 4chan that outside of /b/ it's not nearly as bad as people say.  And on the OT itself, most of the regular people were fairly smart and mature most of the time, but tended to act like idiots in threads where that was already going on.  If most of the topics are immature, but the same people are capable of being mature in other threads, does that mean they're still immature?

Actually, it was just most of the people I talked to.  Eventually people figured out that there were distinct day/night groups, and the day group was far more immature than the night group.


382
I laughed when I saw one of my dwarves liked "lamprays for their beauty."  I also enjoy it whenever one of them animates their hands for whatever reason, or the one who "screams when surprised."

383
The Hammer of Speech reminded me that my current expedition is named The Crystal of Speech, but I made up some mythology about dwarven sentience to go along with it.

One of my dwarves has the last name Helmarch.  I know what it's supposed to be, but I can read it Hel-march if I want.

A dwarf got possessed and made a bituminous coal earring(only coal was used in the decorations) called The Bewitched Abysses.  It scares me.  Even more so when I checked back and saw that the stream near my fort is Bewitchedscorched.

384
DF Dwarf Mode Discussion / Re: Does Armok have a holy symbol?
« on: October 30, 2010, 11:21:37 pm »
Oh, curl the tip of it or something too, or make it splashing down.  I'm not sure how well my idea would translate into a large-tiled mural, but a drop of blood plopping into a pool of blood on the bottom with two small drops popping out.

That'd be pretty hard I think.  I'm going to go with the chains to emphasize that Armok enslaves you.

Or hey, something like Rexfelum said while I was typing, a blood drop running down a spike.

385
DF Dwarf Mode Discussion / Re: Does Armok have a holy symbol?
« on: October 30, 2010, 11:15:25 pm »
So, should I just use a cheesy red raindrop symbol for Armok?  Seems sort of lame, like the blood runes from Runescape.

Well you want something simple right?  Raindrops are a basic shape.  I think if there was an official symbol it would have been in the first Armok game, and I wouldn't know about it then.  But you could do a chain with manacles across a blood drop if you want more complexity.

386
Humans, because I often try to build human-like architecture anyway and I'm fond of aboveground construction.  I'd like it to be more viable.  But there's a lot of things I'd like that would be awkward to implement.  I also like humans in fantasy settings.

387
DF Dwarf Mode Discussion / Re: Wtf god
« on: October 30, 2010, 03:06:25 am »
I had a skeletal female dwarf god of justice once. That seemed sort of foreboding.

But in my current megaproject-fort, there seems to be a lot of worship of a mountain goat. I don't know why.
Dwarven justice is known to leave a lot of skeletons.

My current ones seem to worship like 3 different gods, although I haven't paid too much attention.  There's a god of gems, a god of fortresses, and a god of weather.  Also some dude showed up worshiping Naket the Sable Cat, a female dwarf god associated with the night.  I don't trust him.

388
DF Dwarf Mode Discussion / Re: Hardest surroundings?
« on: October 25, 2010, 06:54:06 pm »
Lol, migrants.

"What kind of fortress are we going to, anyway, Doran?"
"Oh, it's amazing, Urist! I hear that they rip out blizzardmen's teeth, for fun! They must be really powerful and wealthy, with lots of booze and food!"

I like to think that the migrant waves that occur go sometihng like this:

"Hey buddy, you remember those 7 dwarves that left awhile ago?  Yeah, I heard they were going out to start out a new colony.  Betcha it'll be really rich.  Who'd go settle somewhere for any other reason than because there's tons of gems and metal there.  We definitely gotta make sure we're there before everybody else so we can get the choice jobs."
And in the case of a place where you leave with nothing, add a line about how they didn't bring anything with them, so the site probably has absolutely everything they need and there's no way anything could go wrong.

389
I kinda wanna say both.  I like to start in the stone layer, so I usually build ramps down to it, which I'm sure counts as vertical, but once I get far enough down, I mine out a plaza with a gateway on the other side.

Mostly vertical though I guess.  My first fort few forts where horizontal, but I eventually got annoyed because I like building things outside my fort, and ramps give me a headache when building castle walls into a mountain, even if it looks cooler than building a castle in a field.

390
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 25, 2010, 12:40:15 am »
I probably should have started building slightly lower.

It's a fairly long story, full of learning experiences, but at this exact moment, at the beginning of the 6th in-game month of my fortress, 3 waterfalls are flowing out of a fortress built into a cliff-face because I accidentally breached the aquifer in the layer directly above it(I hadn't been having any problems, and didn't realize just how dire wet stone would be to me).  This particular fort is one I'm using to write a story, in the form of a detailed diary of events that take place.  The latest update is about the expedition leader being worried because two of his three friends where washed out of the fortress and plummeted 150 feet into the river below(for measurements, I'm assuming a z-level is 10 feet, although that obviously doesn't always work).  Those friends where 1 of the 3 miners I had, and the only farmer.  My only hunter also died in the accident, but wasn't his friend.  Besides, no game had shown up yet, so he was mostly being useless.  I'm not sure it matters about the farmer though, since I had to close off access to the farms.  All 3 died because that particular path had the most powerful water flow over it.

In addition to being worried about the death of his friends, the expedition leader is also trapped in his room with water on the other side of the door.  In fact, at least 3 dwarves are trapped in or near there rooms.  I'm not sure exactly where my two miners are, and I have a single dwarf trapped in the "safe" area where walls block all the ways water can get in, which unfortunately also keeps out all the other dwarves.  I just remembered that I hadn't designated a food stockpile, which would have been on his side, so he has no food, although he does have 5 dogs, a horse, and a butcher shop.  Now I must make a hasty rescue attempt and figure out what to do with the 6 dwarves I have, because 2 arrived just one week before all of this started.  I will NOT abandon this though.  Gemskin will become great!

Oh, the one in the safe room, he's one of the two migrants, and there's an entry just shortly before all this about how useless the leader thinks he is.

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