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Messages - GreatWyrmGold

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35341
I wonder if I should have Stemfor's cultists try to assist him in removing Walton's head.  Could be a good way to shorten the waitlist...hmm...
We already have our own cultists? Sweet. I can imagine the holy wars that happen when Walton and I argue...
Each head has two priests, with an extra two for the next head along with the unaffiliated high priest and his apprentice.  I detailed that on turn 4, I think.
Are my priests fighting with the other priests as much as I fight the other heads?

35342
Creative Projects / Re: The Leaky D20, a Harry Potter screencap comic
« on: February 15, 2013, 03:40:21 pm »
Ah well.

...If no one guesses by 193, will you tell us?

35343
Creative Projects / Re: Astronautics: A 2D Space Sim
« on: February 15, 2013, 03:39:46 pm »
Well, you could turn off docking at spacestations, obviously, and some other things. But making a blind suicide rush just when your ship is going to die is pretty awesome. Jam the throttle all the way up and get the fuck in the escape pods.
Or cause the docking animation to take a few seconds or something.

35344
Creative Projects / Re: Doomed Bay12 City-builder game.
« on: February 15, 2013, 03:37:38 pm »
Do you know what might be cool?
a thing where you do almost nothing, and the city EVOLVES.
like you start in the middle ages and it goes on to now.
and events happen.
all you do is try to fit between events, approve projects (like DF Railroads wanting to build a station) and shelling out cash as nessasary.
That would get kinda boring, but at the same time it's one of those things that I would love to look at.
Something like that could be neat.
Though rather than forcing a middle ages start, how about there is a slider from bronze age to far future?
That strikes me as simple and a great improvement.

35345
Creative Projects / Re: The Leaky D20, a Harry Potter screencap comic
« on: February 15, 2013, 03:27:47 pm »
Did I guess right?

35346
DF Suggestions / Re: New weapon grade metals
« on: February 15, 2013, 03:15:46 pm »
That's called adamantine.
Our metals are different/our mithril is different. If that's not a trope it should be.   
...Why? Both "Why does it apply here" and "Why should it be a trope".

35347
DF Suggestions / Re: Alternative (RAW-defined) Reproduction
« on: February 15, 2013, 03:09:18 pm »
I don't consider it any more improper than the word "pyrotechnic", which means "Fire technique". Pyrotechnics does not always involve explosive components. Whirling around flaming sticks like at a hawaiian party also qualifies.
The difference is that "pyrotechnic" is used that way by people other than you. (Or, at the least, it is in common enough use that I have heard many other people use it, while your use of "gastropod" is one I have never heard before.)

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I provided a purely linguistic rationale, that you have not very effectively countered, but still expect a recantation on.
I hardly think that I've "not very effectively countered" it. The simple fact is, "gastropod" does not and never has meant "crawls around," and the method you used to create that meaning is quite flawed, to the point where anything that generates acid would be considered oxygen...not to mention that your useage is more easily applied to snakes than flesh balls (since snakes have actual stomachs). No matter how I've phrased it, that's what I meant.

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I asserted that the method of use was not the method you ascribed to it, which is the source of the error in your argument.
Oh?

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Compare:  Asserting that a certain shade of deep blue is "Cobalt blue", when the pigment does not contain cobalt. The pedant will assert that calling it cobalt blue is erroneous, and be partially correct. His insistence that the person calling the cobalt free pigment "Cobalt blue" cease doing so, because it causes confusion, is completely missing the point that "Cobalt blue" is a color descriptor, not a descriptor of its composition.
The difference is, "cobalt blue" is in common use. And it doesn't really have a different meaning.

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In this case, I was referring to a fictional creature that has only one major body organ composed entirely of muscle, which is able to contract much the same way a mollusc's "Foot" does, as being a gastropod, referring explicitly to the descriptive nature of the word, and not any specific meaning found in biological jargon.
No, it really doesn't.
A. A flesh ball's "foot," as you insist on calling it, is more like the body of a cnidarian than any part of a mollusk of any kind, in part because the flesh ball is its own separate creature. In addition, a flesh ball could never be considered any kind of mollusk, because it lacks vital characteristics that gastropods and other mollusks have, such as mantles, sense organs, shells, ganglia, tissue layers, or, you know, organs.
B. Last I checked, "foot" typically applied to a separate organ which was used to move, not a whole body. Heck, by your logic, a worm could be considered a foot.

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Essentially, you are being this guy:

There's an xkcd for everyone and -thing, isn't there?

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and I grow weary of your insistence.
And I of yours.

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I am willing to agree that the use is unusual, and even unexpected. I still hold however that it is not functionally nor technically wrong to use it in that fashion, as I can find no argument against it other than an appeal to authority logical fallacy.
EG, "No scientist uses that word that way, therefor your use of that word in that fashion is incorrect."
Unless you can come up with something that does not revolve around a false precondition as an argument, I will not recant, and you are simply wasting everyone's time trying to force the issue.
...We're talking about words.
Specifically, scientific, taxonomic words.
When the subject in discussion is a human construct, then an appeal to an authority is not a fallacy if the authority in question is an authority because of his mastery of the field which defined and invented that construct. It would be like arguing that an "automobile" is anything that moves entirely on its own and ignoring the testimony of engineers and mechanics, or debating the use of the term "habeus corpus" and ignoring lawyers.

True, but when the words used by the scientist are chosen explicitly because of their descriptive meaning, that argument falls apart.  EG, the word "echinoderm" was chosen explicitly because of how it describes the appearance of sea urchins.
No other reason.
In this case, the scientist is doing exactly what you just lambasted; redefining words to suit his own purposes, without accepting criticism for doing so outside his own specialty.
However, now that the word has been invented, it has a meaning, so you can't arbitrarily assign a new one to it and expect people to agree with you.

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Much like the candybar example I used previously.
Which one was that, again? The one where all candy bars were chocolate and therefore no non-chocolate bars could be considered candy bars?
The one that was riddled with logical holes because inhabitants of that world would be more justified in not calling non-chocolate bars candy bars than we would be in not calling dogs "perros"?

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(taxonomy is far older than Darwin. Darwin's major contribution was to show that one animal slowly becomes another over time, and that as such, many creatures that look dissimilar are in fact related. This was not accepted well by the biologists of the time, because it redefined how creatures were classified, as well as called into question certain religious beliefs. Because the biologists had already invested a considerable amount of effort into creating their own lexicon, after Darwin, (and later, genetic testing), the definitions were simply changed to keep the names intact. This is why "mammal" no longer means what it used to mean as a descriptive adjective, and now means something completely different, which requires insider knowledge. [nowhere in the etymological chain is a 4 chambered heart, and being endothermic even close to described.] Essentially, rather than rename everything to suit their new conventions, they simply chose to redefine a whole lot of words to suit those conventions, and did so of their own volition, and thus have established jargon in its truest sense. Jargon is defined as words that are incomprehensible to most people-- in this case, the "correct" usage being demanded here is exactly that; usage that defies any contextual clues about its meaning through established and still widely used prefix and suffix use, and ultimately sounding like complete gibberish outside of their collective bubble. If, in 100 years time, "american english" ceases to be used as a primary language and becomes "dead", then the very mal-appropriation of "candybar" I conjectured would be a dead ringer fit. The specious argument of "We created that word by shoehorning words together!(therefor it means whatever we want it to mean!)" does not whisk away the origins of those words, nor does it whisk away the reality that native speakers of that dead language also created and used neologisms as well. (Compare, "I Say that a "Toothtickler" is a species of caterpillar, and that it has nothing to do whatsoever with tickling teeth! Nobody was around to tell me that is wrong, so therefor I am right!") This is further damned by their own neologisms being in the same character as those used by the native speakers in antiquity. "Pyrotechnica" being a good example. The argument that "Nobody uses that language anymore, so it's OK for us to misuse it as we see fit" is fundamentally faulted, and reeks of hubris. The assertion that I am using these words incorrectly is therefor a serious intellectual sin, because the definition being demanded under all circumstances was itself created through abusing and misusing language-- albeit, a dead one, chosen specifically so that nobody could object-- and is thus guilty of exactly the same "crime" it seeks to correct, making it a hypocrisy. (EG, "We stole that word first! It means what WE SAY it means!")
Explain how this is relevant. And maybe use a magical device called the Enter key a bit more often.

Are you saying that because scientists can change the definition of words to suit new paradigms, anyone can use any word to mean anything? Because that makes no logical sense.

OK, pointless conversation is pointless.  Even if one of you is conclusively proven wrong, it doesn't really change anything of value but the term we use to describe a magic meatball.
We're discussing linguistics, not taxonomy.
And while it is pointless, I kinda already typed several piecewise responses...

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Unless someone wants to talk about some method of reproduction, this thread is now (once again) about raw-modifiable courtship rituals. 
No objections here.

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I actually mentioned the notion I had about goblins (with a single "great goblin" that has a harem, whether they are male or female) because of the oddly gender-blind way in which DF generally works. A "take-what-you-want-by-force" society in fantasy always tends to be male-dominated with males gathering a hoard of females like slaves that are basically never shown at all in most fantasy, since it completely wouldn't do to have characters you might find in a pitiable or sympathetic position among the race you're supposed to hate. 

Having occasional female goblins that are like amazon queens sitting there equal to the male warlords because they just plain demonstrate the combat prowess to accumulate male lackeys by force of arms without any sort of gender discrimination - just pure judgment of military might is kind of the thing that makes DF a bit different.
Just to point out, there is a (semi-)logical reason as to why polygamy is so much more common than polyandry: A man can have more kids with more wives, but a woman has the same cap on kids regardless of the number of husbands she has. Relatedly, in many species males are larger and stronger than females (both because they are more "expendable" for mating purposes, meaning they get volunteered for dangerous things like hunting, and for competition with other males), which gives them an advantage in the kinds of competitions many earlier cultures may have used to determine their leader, as well as less...formal ways of gaining power (it's easier for a big guy to bash in the old leader's head than it is for a smaller woman to do so).
So...yeah. Matriarchies are probably a good idea, but I doubt that they'd be 50-50 with patriarchies.

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Especially if we eventually have human cultures with gender segregation, it would be amusing to see Goblins say that even if you call their ethics "evil", theirs are at least "fair".  The rules are clear, might makes right, and that's really how all your hypocritical social structures are formed in the first place - the people at the top are just the children of the people who had the might to enforce their social stratification in the first place.  (At which point they go back to torturing the weak for fun because, hey, they're the strong, and they have that right.)
Agreed.

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-snip-
This stuff sounds neat, but I don't know if it should be part of the Standard Goblin Package.

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Goblin society would be thus stratified into a pecking order of combat prowess with a few top goblins and a chain of command of mid goblins controlling sub-entourages of lesser goblins.

This could have an effect on all of goblin society, as well, as it would mean that the top goblins would be the ones choosing what the lesser goblins were doing, and could basically force the lesser goblins to care for their own offspring (if they were female higher-ranking goblins) while they could focus on their own political games. (With orders to be tough on them, but not to actually kill them. If they abused the children out of frustration for having to take care of them, then it would just toughen the goblin up, anyway.  It's like naming a boy "Sue".) Politics and family would basically be the same thing.
While that does sound good and gobliny, there's other ways goblins could do that as well.

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Elves, likewise, I'm not sure would be marrying in exactly the same sense, either, since I see them as even more a bunch of happy communists than even the dwarves are. 
Rather than throwing their children off on a subordinate, they'd have some communal daycare, and druid-assigned jobs/castes and an otherwise fairly free love atmosphere.  (Since apparently, princesses can have relations with goblins without even her supposed mate getting mad about anything as much as the fact that she favored a goblin more than him, when he thought of himself as such a great lover.)
I see elves as having cultural elements more commonly associated with great apes of various sorts, but perhaps pacified a tad. So...free love, perhaps, creches, probably no.

35348
DF Suggestions / Re: New weapon grade metals
« on: February 15, 2013, 02:49:45 pm »
Wasn't the original Mithril based on aluminum?

35349
DF Suggestions / Re: Time Delay Between Playing times
« on: February 15, 2013, 02:49:17 pm »
Has no one else been incapacitated and killed by an army of unarmed kobolds by simply being outnumbered horribly?
I don't see how an adventurer could turn the tide in a siege.

35350
DF Suggestions / Re: Coming of Age traditions
« on: February 15, 2013, 02:46:46 pm »
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Did they typically have enough torture to go around?
Yes they usually do...
Missing my point, which was about if there were enough "villains" for a coming-of-age tradition requiring one to kill one. Let alone villians a child could defeat.
Keas.
Good idea overall.

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For example, in one civilization, each child is forced to become an adventurer and slay a villain before coming back home. The effect of that is only a few adventurer made it back to become adults and people tend to produce lot of children against adventure death. As a result, the civilization is full of mighty warriors but is vastly outnumbered by any other civilizations.
What kind of place has so many "villains" for this to be applicable to most of even just the male population?
Wall Street?

...Neither of those qualify as "villains" in the technical sense, and the one which qualifies better is also the one a child couldn't hope to beat.

35351
DF Suggestions / Re: Reattaching limbs
« on: February 15, 2013, 02:44:54 pm »
I'd just like to point out that saying that nerves can regrow is something like saying you can swim to Africa--technically true, but not practically so.

While limb atrophy and nerves slowly regrowing to fill out the network sounds neat, I don't think more than one or two dwarves, period, would be likely to benefit from it.

35352
DF Suggestions / Re: Dwarven journals
« on: February 15, 2013, 02:39:10 pm »
Seems neat, but I suspect it would take up tons of memory and get VERY repetitive.
Not necessarily; after all, art (for example) is only generated when you look at it. This goes for artifacts, too. The same could probably go for these journals.
Still...two things.
Even if they only wrote in their journals once a week, that's 48 entries--likely including 3-4 events per entry at times--per year per dwarf. That's a lot, once you start getting big, long-lived forts.
Also, how would the game do that? It would need to remember what events were worth recording at any given time.
Well, let's crunch the numbers on this. Dwarves already remember a bunch of stuff and have a number value for how "important" they are.
A bunch, yes, but unless you want dwarves to only remember some kind of evil weather, some kind of yummy food, being attacked by some kind of creature, etc, you'll need more. And I don't think the game pays much attention to when, exactly, the thoughts were gained.

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The top five or so things that affect their mood can go in the journal. Let's say a ballpark figure of two hundred characters (assuming we're storing it in text) per seasonal journal entry.
What.
Why? Name one three-month time in your life that only 200 things that seemed important on the given day happened. Even if we're assuming that dwarves only record their journals once a month or something, we would still need a lot more than 200 characters per season. Your estimates are:
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Very optimistically
made.

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I personally don't think enough happens in a week (or even a month) to bother with shorter time periods.
It does to dwarves. If you have a journal, you're going to write in it, probably every week at least. Dwarves aren't gods for whom a year passes in an hour--dwarves are dwarves for whom a year passes in a year.

And this still doesn't cover the problem that reading a computer-generated journal would get very dull, very fast--even more so if dwarves only wrote down things important for the whole season or whatever, even more so if we limited what dwarves record to thoughts and whatnot.

35353
DF Suggestions / Re: Fortress mode Slavery
« on: February 15, 2013, 02:07:47 pm »
Assume for a moment that you're right and Toady's game at the initial release was all DF was going to be at that point, minus fairly minor features.
You're still wrong, because if Toady didn't think dwarves should be opposed to slavery he wouldn't have made them so opposed to slavery. And for each player asking for slavery, there's two or three more explaining why it shouldn't happen.
Besides, dwarven psychology and culture isn't exactly the best for the development of a slave trade, even if they hadn't outlawed it.
uhhh... you still not really adressing my point. you seem to say "cuz toady says so" and i just wonder how much those things are written in stone. where and when whas it decided that dwarfs should always be opposed to slavery? also why inst dwarven psychology and culture fit for it?
Right there in the raws. If Toady wanted most dwarves to be fine with slavery, he would have made them fine with slavery.
i can say the same thing about multiple z levels. "if Toady wanted multiple z levels he would have made it this way to start with."
Z-levels took actual programming work to add. If Toady wanted dwarves to keep slaves, he could modify the relevant segment of code in a minute or two, tops. It's completely different levels of programming.

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still think that turning those goblin prisoners into haulers would be sweet.
Why? Why is that better than using the hordes of effectively unskilled cheesemakers and such who migrate to your fortress?
it isnt. it's just a way to turn the prisoners into something useful.
How could they be useful? Sure, you can make them work...but you would, realistically, need guards, and anyways if you already have more of something than you need more won't help.
Many people have so many dwarves-without-useful-skills that they make megaprojects just to keep them busy. Why would slaves be valuable at all?

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NW_Kohaku:
nice now things start to take a more creative turn.
one point though. i think someone, maybe you, pointed out that there is differents kind of slavery. if someone in ancient greece had to turn into a slave to save her family from debth or something, im not so sure she would constantly try undermine the slave owner.
Pretty much any kind of "slave" that deserves the label would be willing to "undermine" the slave owner.

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also i think this
You better redesign your whole fort around the notion of "slave-allowed areas" and "no-slave allowed areas", and keep the slaves far apart from anything valuable.
would add a lot of interesting elements to the fortress design. i would have a lot more fun building a super segregated fortress, with  slaveghettos, working class districts and nobles upper class apartmens, than the utiopian everyone-is-equal-and-sleeps-in-the-same-bedroom stuff that is going on right now.
Perhaps, but that's an economics thing. And also requires dwarves to have slaves.

i havent read any of threetoes storys so yeah, if they say that dwarfes are opposed to slavery, its a different matter. is those stories where you guys learned all you know about the "cultural identity" of the dwarves? beacuse one line in the raws dont say that much to me.
That "one line in the raws" says little, but it says so clearly: Dwarves punish slavery with capital punishment. This can lead one to infer that slavery is a crime. This can lead one to infer that dwarves don't keep slaves (except perhaps some criminals, but probably not proportionally significantly more common than similar criminals in the real-world United States or other countries with prohibitions on slavery).

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Your opinion is that despite that, he should just change the raws, and the idea Toady has in mind for dwarves, just so you can do slavery pure for the evils.
yes? why do you make it sound like a bad thing? having slaves would be fun. i want the game to be fun. therefore i'm suggesting it.
Because...Toady shouldn't change his image of dwarves just so people have slavery sooner?

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uhhh while i was typing assasin wrote a much more constuctive post and then kohaku wrote a post that makes mine look dumb. so i just say that im very suprised that the ethics in the raw files are seen as such a guide to how the game should develop.
The raws are one of many sources we have which state Toady's image of the dwarves. That's all I, at least, am arguing here.

if not slavery, then i'd like a way to try them for their crimes, instead of just chaining them in some dark room and having my soldiers beat the shit out of them.  i like the idea of keeping them prisoner if they've done something bad, and I currently have a few goblin weaponmasters chained up in the depths of my fort, sort of like a prison.  i'd like that to be possible.
Something like that would be nice, but is not germane to this discussion.

I'd like to remind people of a point that said people seem to keep forgetting: I'm not against slavery, period. I was simply pointing out that we should wait until a vanilla DF game would have a chance to run into slaves before implementing them. This means that I would not be against slavery when one of the following events occur:
-Civilizations which tolerate slavery such as goblins or humans are rendered playable in fortress mode (outside of mods, of course)
-Dwarven civilizations or other playable dwarven groups can be okay with slaves
-Toady has a change of heart and says that dwarves are fine with slaves.

Hopefully it won't be forgotten this time.

35354
DF Suggestions / Re: Time Delay Between Playing times
« on: February 15, 2013, 12:53:45 pm »
Accelerating time by going back to pseudo-worldgen sounds like the better way to handle that, to me.
It is but the mechanic needs to be thought through.
It would need to happen when you chose to play another mode rather then when you quit.
...Huh?

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There is actually a gap of somewhere around a month between adventurers, or after worldgen but before your adventurer, or after the fall of the most recent fortress and before your adventurer.
Right but that is because of limitations in programming rather then intentionally.
I doubt it. Something like that doesn't seem like something that would randomly happen as a result of coding.

35355
The fortress is safe.
riiiiiiight
In theory.

What gold said makes sense but only certant dwarf personalities should affect it as well like if a dwarf has the "doesn't care for anything anymore' the he would ignore enemies or something similar
Yeah, obviously it would be a bit more complex than that, but you get the gist of it. If I can outline a general set of criteria that often mean an area is safe, when Toady wants to he can program dwarves to think of an area as safe.

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