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Messages - Drawde

Pages: 1 ... 15 16 [17] 18 19 ... 30
241
General Discussion / Re: Tolkien orcs - all evil bastards or not?
« on: August 26, 2011, 04:52:47 am »
And the Arien mentioned above, who bears the vessle of the sun?  She's one of the Maiar, one of the few of the spirits of fire that Melkor hadn't turned.  Said spirits being called Balrogs by some.

Ungoliant, the great spider that Melkor convinced to help him destroy the two Trees.  A spirit of darkness, who hated yet fed off of light.  In the destruction of the trees, and her devouring of many of the gems of light that Melkor stole, she gained much power, even as Melkor lost much of his.  When Melkor broke the promise he made in order to get her help (not that he ever intended to keep it), she attacked Melkor.  His scream of fear summoned his surviving Balrogs to him, and Ungoliant fled.  No one know what happened to her after that, but one of her desendants was named Shelob, who guarded a certain pass into Mordor.

I believe the only one of the three Silmarils that's still possesed by anyone is currently the North Star.  Worn by Earendil half-Elven, Elrond's father, as he sailed his ship through the sky.  The other two Silmarils being lost, one cast into the ocean and the other into lava.

242
General Discussion / Re: Tolkien orcs - all evil bastards or not?
« on: August 26, 2011, 01:03:23 am »
I seem to remember the dwarves believing that the original dwarves were reborn every so often.

On the fall on Numenor, when Valinor was removed, Arda was made round.  It was originally flat, but was now a sphere.

243
General Discussion / Re: Tolkien orcs - all evil bastards or not?
« on: August 25, 2011, 01:49:22 pm »
Which pretty much brings us back to the question: why exactly are humans so mortal compared to other races in Middle Earth?
Iluvatar was the creator deity of the setting.  First he created the Ainur and had them sing to him, singly or in small groups.  He eventually gathered them all together and told them to all sing together with a theme that he'd made for them, though they could add their own thoughts to the music as well.

At first the song was beautiful, and started filling the Void.  Then Melkor, the strongest of the Ainur, who had spent time alone in the Void added his own theme to the song.  Immediately discord arose, and various Ainur either kept singing the original theme or followed Melkor's.

Iluvatar added a new theme to the mix.  It added to the beauty of the first, but Melkor's discord started warring with it.  Many of the Ainur singing the first theme eventually stopped singing, and Melkor's theme started winning.  Iluvatar then added a third theme to the mix.

This third theme was soft at first, but added power to itself as time went on.  Eventually there were two musics going on.  Iluvatar's themes played together.  This music was beautiful, but etched with a sorrow that made it's beauty more noticable.  The second was strong, but simply loud noise.  It tried to drown out the first music, but it's biggest triumphs were then claimed by the first.  Then Iluvatar stopped all the singing.

He told the Ainur that they all came from Him, and any changes to the music would still be part of Him.  Any attempts to change it would end up simply making things even more wonderful.

Iluvatar then took them to the Void and showed them what the music would bring.  It was a World.  He told the Ainur that they would each find that theit individual songs were part of it.  And told Melkor that that even his song was still part of Iluvatar's theme.

He then described many of his plans for the World, though not all of them.  He showed them of the coming of the Children of Iluvatar, and how things were being set up for them.  The Children weren't understood by the Ainur, though they admired their beauty.  The Children sprang from Iluvatar's third theme and not from the Ainur.  The children were Elves and Men.

Iluvatar eventually made this vision real, but it was unfinished.  Any Ainur that wanted could go to the World and finish it, but they would then have to remain in the World until it's end.

Many of the Ainur went to the World, including Melkor.  They worked together to build it into the vision they had seen.  Melkor eventually tried to take over, with the help of those who'd joined his song, and destroyed much of what had been built.  Much of that damage was unrepairable, so the Valar, those Ainur that went to the world, went across the sea to the west, and built anew while waiting for the coming of the Firstborn, the Elves.

Much of "The Silmarillon" deals with the Elves, and their war with Melkor, renamed Morgoth.  It wasn't until much later that Men awoke, though they played a big part in the end of the war.

Elves had many gifts from Iluvatar.  Stong and fair, they knew no sickness or death that wasn't from accident or violence.  Though they occasionally fell to dispair as well.  If they died, they remained in the World, Arda, and were eventually reborn.  They were taught much by the Valar, at least those that went west.  Not all did, from either fear, from Melkor's words, or just by getting lost on the way.

Men, on the other hand, were weak.  They could get sick, and they all eventually died.  This was Iluvatar's gift to Men, mortality.  Unlike the Valar and Elves, Men left Arda when they died.  The Valar and Elves would eventually grow weary of their long lives in Arda, being unable to move on until the end of it.  Men, on the other hand, would spend a short time here in Arda's beauty before moving on, thus making that beauty sweeter due to the knowledge that it will eventually end.  It was Morgoth, as he was known when Men finally awoke, who poisoned this knowledge with fear of the unknown, of what happens afterwards.

244
General Discussion / Re: Tolkien orcs - all evil bastards or not?
« on: August 24, 2011, 09:55:40 pm »
As I understand it the hobbit's history was never introduced because "The Hobbit" was never intended to be part of the setting at first.  It was people's insistence, especially friends and family, that he write a sequel to "The Hobbit" that convinced him to publish TLoR.  And he had to retcon "The Hobbit" in order to do so.  Which is how goblins became orcs.

Not certain how accurate that is, but I hear that constantly.

245
DF Gameplay Questions / Re: Defence freindly embarks.
« on: August 23, 2011, 03:38:04 am »
I sometimes like embarking on a flat or nearly flat map, 3x3, with a volcano on one of the edges.  I then dig a moat, then a wall all the way around with a bridge of floors over the volcano.  I love self-disposing invaders hitting the dodge traps over the volcano   :D

I never seem to use goblinite anyway.  Every time I attempt it, I get another siege while clearing out the last one.

246
That's the problem.  WHEN is it actually being threatened?  If they miss one thing that actually was it's possible for someone to point that out and try to have the IP declared abandoned.  Or they end up in an expensive legal battle trying to defend their rights where only the lawyers win.  In the U.S., with copyrights at least (don't know about other IP), it's completely up to the owners to defend their rights.  Unlike a violent crime where the government steps in to prevent the law being broken, it won't say a thing to you about someone using your copyright.  If you're not seen as at least trying to defend your copyright it won't do anything when it actually happens.  Part of that law acknowledges that you can't spot everything.  But if you haven't been seen to do anything for a while your copyright can be considered abandoned.  So the companies have to be seen as going after anything that could possibly be considered infrigement just in case they do miss something.

PS  I'm not trying to bring the government itself into this discussion, but remember something.  The ones that profit most in any settlement are the lawyers.  They get most of the money won, or at least their fee if they loose.  So every time a lawyer gets involved they get paid.  And many politicians, the ones that make the laws, are lawyers.  It's part of the reason the U.S. has so many lawyers percentagewise compared to much of the world.  The laws are designed to require their help to use.

247
Don't know what the laws are where this is happening, but in the U.S. if you don't defend your IP rights you can loose them.  Many of the infringment threats are because if they don't make the threats it can be ruled that they gave up that particular IP by not defending it.  If, for example, McDonalds ignored other companies using "Mc" in their name or products, regardless of what the company actually does, if a fast food company started doing the same it's possible that the judge can rule that McDonalds gave up the right to "Mc".

A lot of these infringement threats are acknowledged by the companies doing them to be frivilous, but they don't want to be seen as ignoring their property.

248
DF Gameplay Questions / Re: How do you collect driftwood?
« on: August 20, 2011, 11:17:24 am »
Boulders block the placement of roads unless smoothed.  So you can do something with them.

249
Can't say for certain without actually seeing the map, but it sounds like the path to that side of the river was disrupted.

Quite a few different things can do that.  The bridge being destroyed.  A ramp or stairway being removed.  A locked door or closed floodgate.  And likely others too.

Given that the dwarves who died were miners, I'd say you most likely removed a ramp or staircase.  Or made a ramp unuseable.
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That's an unusable ramp there, side view of two levels.  You need an empty space on top of a wall the ramp is next to for them to work.

250
DF Gameplay Questions / Re: Ghosts, geese and lag.
« on: August 17, 2011, 02:05:12 pm »
It sounds like the game has to calculate all the possible paths for flying creatures through all the empty space.  Wouldn't limiting the amount of sky when you gen a world fix that?  Say, unless you plan on building something tall, to a couple levels above the ground?

251
DF Dwarf Mode Discussion / Re: Best way to build an aboveground fort?
« on: August 14, 2011, 05:36:46 am »
A wall is good, but you can always dig out a ditch with a drawbridge.  Just remove all the ramps on the inside and with the bridge raised nothing can reach you.  Unless you're playing a mod it usually takes time for archers to show up.

252
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 12, 2011, 12:59:30 pm »
Fortifications help protect against ranged attacks in most circumstances, though they aren't perfect.  The main time they're useless is against elite archers, who completely ignore them.

253
DF Gameplay Questions / Re: Taming Dragons
« on: June 28, 2011, 04:37:53 pm »
I've had dragons that were trapped immediately after they appeared on the map, without ever seeing a dwarf or pet.  Yet they still attacked once tamed.

I think it's if the dragon killed anyone from your civilization that matters.  They can have wiped out entire dwarf civilizations, but if they've never attacked anyone from yours they're safe.  In the situations mentioned above it was on small maps with only one dwarf civilization.

254
DF Dwarf Mode Discussion / Re: Efficiency Layouts
« on: June 26, 2011, 02:28:05 am »
Try to limit multiple paths to the same place.  The more possible ways to get from point A to point B, the more computing done.

Wall off unused tunnels.  All those dead-ends are computed for pathing.  So once a mine is emptied out block it off.

Build raw-material stockpiles close to their respective workshops.  The less distance a craftdwarf has to travel to get supplies the faster items get made.  BUT, remember that the dwarf decides which raw item to craft with in straight line, including up and down.  So if your carpenter's wood stockpile is three tiles from the carpenter's workshop, but the woodcrafter's stockpile is directly above it, your carpenter will walk all the way to the woodcrafter's stockpile to get wood.  Even if that means walking 100+ steps.

Designate less used areas as restricted.  Although this DOES NOT prevent a dwarf from traveling over a restricted tile they will try to find a path using unrestricted tiles first.  So your dwarves will stay out of your workshops, for example, unless they actually need to go there.

Use food stockpiles.  Not only do they prevent food from rotting, but a decent sized one gives room for your dwarves to move past one another without slowing down.  Just like with a wide hallway.  When dwarves have to move past each other when there's not enough room one of them has to lie on the ground to let the other pass.  Which slows down their movement.

If you have enough dwarves for it, make some dedicated haulers.  And divide them up between the different types of hauling jobs if possible.  This makes it more likely that, for example, your booze ends up in the appropriate stockpile instead of sitting in the still because all the haulers decided to haul other stuff.  Which not only makes the still run slower, but all your dwarves path to the still to drink, clogging the path there.

255
DF Gameplay Questions / Re: So how high can you build again?
« on: June 23, 2011, 02:30:54 am »
The best way to get the elves, and everyone else, to bring less cloth is to have a decent stockpile of the types of cloth they bring.  In the elves case, rope reed.  Though it might just be any cloth, haven't tested it.

If you have enough cloth or leather merchants quit bringing more.  And thus have more room for other stuff.

Though good luck with the animals.  I've had poor luck getting anything worthwhile to trade for.

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