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Messages - Nagidal

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16
It seems so. It happened off-screen, so I don't know what exactly killed him. But would the horse get a nickname just to kick a dwarf? Plus, tearing apart the upper spine's nervous tissue is quite deadly, isn't it? Ingish Åmuzol's memorial slab at his grave says: Suffocated, slain by the horse Rivertorches in the year 127.

17
I wanted to geld a horse:

the Gelder Ingish Åmuzol is fighting!
The stray horse kicks the gelder in the head with his left rear hoof,
bruising the muscle, bruising the skull through the (pig tail hood)!

The gelder has been knocked unconscious!
The force pulls the neck, tearing apart the fat and bruising the muscle
and tearing apart the upper spine's nervous tissue!
A tendon in the upper spine has been torn!

The gelder falls over.
The gelder regains consciousness.
The gelder is no longer stunned.
Ingish Åmuzol, Gelder has been found dead.


 :-\ The stray horse now has a name: Igërlitast (Rivertorch)

18
DF Community Games & Stories / Strike the earth!
« on: December 10, 2019, 04:19:52 pm »
We have struck the earth in Delerkosoth (Steelpalace) on Slate 8th, 125. Since the crew complained about the inclement weather, I followed Ingish's, our miner's, recommendation to dig straight into the chalk wall to the west, rather than trying to drill down through the sandy desert ground, which would most likely contain an aquifer. That would cost us precious time.

Our mason Rigoth said he can't wait to make us some doors, tables and chairs. I think the terrible weather played its part in this decision. As soon as the entrance corridor was dug deep enough, he instantly claimed the whole entrance as his workshop. Well, I'll make him move it later. For now it's good.

To the south we built our meager dining room and moved the booze and food from the wagon inside. To the north Ingish quickly dug into the the yellow sand and sandy clay wall. That's where Rith later prepared the farm plots. We helped him planting plump helmets and sweet pods while Ingish was digging down for the search of a cavern.



When the weather has cleared we went outside scouting. Rith found pastures for our alpacas and guineahens just north above our entrance. The grass was mostly covered by snow, which was already receding. Soon it would show the green pastures.

I appointed Tirist as our militia commander and said I would join his squad as a crossbowman. We call our squad the Earthen Strokes. As we went to explore the surroundings down the hill to the east, we encountered a wolverine. Onul, our leatherworker suggested we kill it so he could make us a leather armor. I wanted to object that a wolverine leather would probably be barely enough for a loincloth, but Tirist already commaded us to charge at the poor creature, encouraging us to use this opportunity for an excercise in fighting.

It was an unpleasant "excercise" because the axedwarves had left all their weapons in the wagon. Too late to get them, the fight was already raging. Onul got bit quite badly, even fell unconscious for a while, but in the end everybody survived, with a some minor injuries. Doing what a crossbowdwarf is supposed to do, I kept my distance to get a good aim at the raging bag of lice. A good aim I took, but I had no bolts, so I just pretend-shot at it.



When we recovered, I ordered the guys to do something meaningful, like building a still, a butchery and tannery or smoothing the floors and walls. Next time I have to lay down on the stone floor, I'd like it to be at least a smooth one. Grumpily I went to check up on Ingish how it the mining's progress.

Below the chalk layer there is some granite with more hematite, then quartzite, slate, mica, schist, and diorite. But no cavern exposed yet. I told Ingish about our "excercise" with the wolverine. He regretted not having been there as he's got his pick always at hand. Next time, buddy. But you can take a look at the corpse and see if you can butcher it in some way.

As the spring progressed we harvested the plump helmets and the sweet pods. The snow at the hill top receded completely and dense hairgrass, mountain avens, and bentgrass emerged. Rigoth, our mason, who also knows some farming, reported spotting cloudberries, prickle berries, and rye (hello rye beer!). We should soon have some empty bags available for gathering.

I like taking strolls outside. There is no vegetation to the east of our entrance. It's all chalk or sand, dotted with boulders and with pebbles spilled all over the place. Curiously, this does not stop bumblebees and bees to have their colonies here. I also saw a weasel, some ravens and cockatiels from the jungle visiting our barren strip of desert. Too bad we have no trees here. How can we ever produce an abundance of steel without wood or coal?

"Zon! Zon!" Rith came running down the hill side. "A cavern! Ingish has broken into a cavern!".
"Praise Anir! With trees?"
"You bet!".




We began singing The Wisps of Pantomiming to commemorate this important event.

Quote
The Wisps of Pantomiming is a form of music used to commemorate important events originating in the Ink of Meteors. The form guides musicians during improvised performances. A singer recites nonsensical words and sounds. The entire performance accelerates as it proceeds, and it is to be soft. The melody has a mid-length phrases throughout the form. Only one pitch is ever played at a time. It is played using the gatal scale. The singer always does the main melody and should feel agitated.

19
DF Community Games & Stories / Bittersweet embark
« on: December 09, 2019, 02:09:33 pm »
I managed to talk three good axedwarves to join the Vessel of Leagues, our expedition. One of them, Tirist, is a good teacher. I'll make her the militia commander to teach the other two. I'm a crossbowman myself, but I might still join her squad to learn some tricks with the armor and shield. The second of the axedwarves is a leatherworker. I hope he will make us some armor and clothes when our alpacas and guineafowl will multiply. Our last axedwarf is Tekkud who said he is willing to come if I let him wield a buckler instead of the shield he has to use as a part of his current uniform.

Rith is a good armorer who can't wait to hone his skills for some fine steel armor. His only condition was that we take alpacas instead of sheep. And he wants one of them as a pet. Well. I don't know yet how will we accomplish this. I imagine him spending most of the time in the heart of the mountain forging armor. An alpaca needs to grass on the pastures. Anyway, happy to have an armorer. Even if we don't find any steel, our lives will depend in large part on the armor he makes.

Rigoth is our mason. A very creative guy, I have seen some of his furnitures. While he has not mastered masonry yet, he's got a lot of potential. He said he would like to join our squads later, for he values martial prowess.

I like Ingish Ostarmeng. He is our miner. He is into music and singing, like me. A practical man, orderly, hard-working. He's very strong. I imagine him becoming good with blunt weapons.

Well, this is us:


When we arrived it was raining and snowing cats and dogs. Zounds! I forgot to bring cats and dogs. Guess we'll have to craft some vermin traps from the jungle w... wait what?! Between the Jungles of Charity and Rare jungles. Yes, it is here.  The only problem is, that these jungles are not adjacent. Rather, there is a strip of desert in between, exactly where are supposed to build a new fortress. The map is wrong. It clearly shows a thick forest on this hill top to the west, yet there is nothing but a few cloudberries buried under the snow. Anir help us!

At least Ingish, our miner is happy. For the first time in his life he saw some hematite on the way here, right down the the hill to the east. He was so awestruck that he started singing the Sienna Frangrance. I had to stop him from mining it right away. Best of all, there is chalk all around, so we have the flux to make steel. The only thing we lack is the wood.



Still, I think he'll be the first to complain about not sleeping in a cosy bed. He'll have to dig down rather quickly. Caverns is our only hope. We might get some trees there, hopefully.

Allright, Vessel of Leagues. We will make this a Steel Palace, or die trying. Strike the earth!

20
DF Community Games & Stories / Steelpalace
« on: December 09, 2019, 09:48:26 am »
This is the story of Steelpalace, an ambitious military outpost of the Ink of Meteors.



"Here", pointed the queen to a location on a scroll of map of the far west. "In the Desert of Flames, in the Sorcerous land."



"That's in the middle of elf territory." I was surprised. As if we had not enough troubles here already.

"They are not our enemies," she replied.

"Nor our trade partners. What's our mission there?" I asked.

"Find us a new home. We are by far the smallest of all dwarven nations in this world. In the last 100 years, three of our major Fortresses have been destroyed by forgotten beasts. The numbers of goblins of the Hex of Strategies are growing. The last war with them has cost us our best soldiers and the life of my mother, the late queen Mistem Autumnhelm. Our current peace treaty might not last for much longer. I fear for the future of Ink of Meteors." The eyes in queen Meng Specialrings' worried face looked back at the X on the map, staring absently.

"Why there? The route is very difficult, across the polar desert. Will our caravaneers even make it?"

"They will try. Found a colony on the northern foothills between Jungles of Charity and the Rare Jungles. The mountains there are harsh but if our geologists are right, we might find just what we need so desperately." Meng's eyes narrowed as she was sliding her fingers down her beardless chin.

I raised my eyebrows as I started to understand. "You mean ..."

"Shush! Don't jinx it. But if you find it, give the place a name worthy of our new mountainhomes."

My expectations were high. A safe supply of steel is indeed crucial for the survival of Ink of Meteors. So is a good army. Filled with responsibility and pride I assumed the attention posture and saluted our queen. "I'll do my best!"


Further chapters of our story:

21
DF Dwarf Mode Discussion / Re: Circus in a bottle
« on: August 16, 2018, 05:23:29 am »
Let your visiting monster slayers to fight then. That's what they came for, right? Ah, I wish it would be that easy.

22
This belongs to the Mod subforum. Nevertheless, I like your idea very much and I'm tempted to try it out someday. Right now I have a world generated without these comfy beds and already a fortress running. But I will consider trying it for the next worldgen.

Does this mod also specify a keyboard shortcut for the commands in the bed builder's workshop?

Do beds, bed frames and mattresses have quality levels and can they be decorated?

And, most importantly, will dwarves get happy thoughts when sleeping in these comfy beds?

23
It has been said, that in the throes of creative rapture, dwarves will impart a piece of their own strength and vitality to their artifacts by consuming portions of their own beard as fuel for their furnaces.
:D That's a wonderful in-world explanation.

24
So I thought I'm in trouble being in a practically treeless embark, with no magma found when my glassmaker got moody. I hastily build a glass furnace. Before I could fell two last saguaros I was keeping as emergency wood source, he has claimed the furnace, got a piece of raw glass and a cloth (that's all he needed) and began a mysterious construction.

Isn't it a bug that he can make things in an unfuelled glass furnace?

25
Life Advice / Re: Should i become a writer?
« on: November 23, 2017, 10:40:14 pm »
Yesterday I listened to this programme about writers on BBC 4: http://www.bbc.co.uk/programmes/b09fzmjt. Writers in the UK earn about £11,000 per year. So I chime in to what others in the thread suggested. Get a job to earn a living and write in your free time. You'll be less productive than full-time writers, but at least you'll have something to live on.

26
What in the Universe is that? Did you catapult your dwarves? Does this mean AV can not track the movement of dwarves in real time and interpolate between turns?

27
DT - right click on upper left - select preferences to get a sortable categorized list of who likes what. I use this to find out if I have anybody who likes exotic weapons or trap components for moods, for example.

What version of DT are you using? I have the one from Peridexis' Starter Pack, 43.5.1, there's no tab called preferences.  :-\

But I meant more about changing military and attributes, which take the form of sticking a military dwarf in danger room, reading data, noting down the values I care about, running the game for few weeks, then reading again and comparing the values.

Silly me, I didn't bother to look up what I called Goal 1 and what Goal 2. And I got it wrong. Yea, I thought some sort of a personal development record of a dwarf could become a nice source for all sorts of statistics. Things could be exported and graphed with R and so on.

DT also uses preferences to determine the suitability of dwarves for a given role, and you can use custom filters for nobles without item preferences and such. But yeah, I'm not even aware of any attempts before this to confirm preferences being timeless and unchanging.

I personally expect preferences to be unchanging, but I wouldn't be surprised if dwarves would get grey hair, white beards, or wrinkled skin when they grow old. And it would be interesting to see at what age that happens. Also, I thinks thoughts, ideals and values might change. I read the thoughts of one pubescent dwarf in my forterss which said: "She very easily falls in love and develops positive feelings. She often feels lustful. She can sometimes act without deliberation. ... " This all makes sense for a 12-15 years old dwarf. Also the thoughts of a just born baby, seemed more childish than of an adult dwarfs. Of course it can be an lucky accident. So I decided it'd be interesting to gather more data, see if these things change in the mid or long term or if they are set in stone forever the moment the dwarf is born.

28
Wow, thanks, the GM-Editor is really good for browsing it. True, it could show more info about the object from the xml, but it's a good start.

I first wondered you left out the appearance section of Thoughts and preferences in thought.lua. e.g.: "He is short. His hair is wavy. His medium-length sideburns are neatly combed. ..." But now I can see that it is not easy to figure it out from what I see in gm-editor. If it is there, we don't know yet how these things are encoded. Maybe sometime we'll know

But I can see how I could add the dark green (or dark red) stuff, the Soul Attributes, e.g. "He has a gerat feel for social relationships, but he has little patience and poor spatial senses."

Thanks to FleetingFrames, I also see how I could add the cyan part (Beliefs), e.g. "He personally sees lying as an important means to an end and thinks friendship is important" (It's in unit.status.current_soul.personality.values) and several more information, like Facets.

Now we're getting somewhere.  ;D

@FleetingFrames:
Regarding Goal1: How did you use Dwarf Therapist for this? I suggested this feature to splinterminds a long time ago. He answered that it's not all that easy and pretty messy/finicky. I'm now starting to see what he meant. As far as I know DT has no such feature to list the favourite types of your citizens.

Back when I suggested this feature to splinterminds, I thought one could access the whole text written in thoughts and preferences as a multi-paragraph string and, with an intelligent parser, get the information from there. DT manages to gather these preferences of each dwarf, but only dumps it in the gigantic tooltip displayed when you hover the mouse cursor over a dwarf's name. It does not display them as systematic and structured as I'd like to see it. Now that I think about it, maybe I should change this goal to implement such a spreadsheet overview as yet another tab in Dwarf Therapist, because somehow DT has all this information gathered anyway, it just doesn't do much with it.

29
Thanks for the additional information.

If I want to start writing or modifying Lua scripts, I should learn some basics first. It is unclear to me how to know or guess that your thoughts.lua script has to be run when a unit is selected under the (v) cursor or under a cursor in the (u)nits screen. What gives it away?

Another thing I stumbled upon is how do you find out there is such thing as "T_type" e.g. this line from thoughts.lua
if preference.type == df.unit_preference.T_type.LikeMaterial then

I had a look at df data structures, I saw that there is a struct 'unit_preference' and that it has several enums, one of which is 'LikeMaterial'. If I had written that line, I'd assumed the right way to test whether a certain preference of a unit is of the 'LikeMaterial'-type would be to look at df.unit_preference.LikeMaterial. How did you find out that df.unit_preference has another object called T_type, which is parent to .LikeMaterial? Because I don't see the object T_type listed anywhere in df-structures or under <struct-type type-name='unit_preference'>. How do you know it's there?

Is there another place I don't know about where I could see or navigate the full structure of the df.global? When I used to debug my Python scripts, I used a debugger, and when I picked a complex object, I could expand or collapse any of its child objects and thus explore the complex structure. I wish I could do this with the df object.

30
Utilities and 3rd Party Applications / DFHack tree of the df global
« on: November 05, 2017, 10:11:42 am »
I am starting to learn about the Lua API to DFHack. Whenever a Lua script wants to access some information from the game, it finds it somewhere in the df global object.

What I don't quite understand is how do you know where to find which things. The structure of the df global object is defined in the df-structures xmls. (The way how this formal structure description works is laid out in the Data Structure Definition Syntax).

It seems to me that all top-level type definitions, no matter which one of the xmls they are mentioned in, are found directly under df.

Example1: df.units.xml mentions a top-level <struct-type type-name='unit_preference'>. The way to access this struct from the Lua API is df.unit_preference, rather than df.units.unit_preference

Example2: df.globals.xml mentions a top-level <enum-type type-name='weather_type' base-type='int8_t'>. The way to access this enum from the Lua API is df.weather_type, rather than df.globals.weather_type

So obviously, the the reason why you guys split the copious amounts of top-level types, objects or tables into different xml files is purely to keep those together, which are often used together? One such xml file with structure definition does not represent a certain node somewhere in the df object tree, right?

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