35971
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35972
Forum Games and Roleplaying / Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Sign-ups]
« on: February 06, 2013, 09:15:10 pm »
For me, at least, what I make my army out of will depend in part on if I'm a Centrian defender or a Northrian invader.
35973
Forum Games and Roleplaying / Re: You are a post apocalyptic warlord (suggestion game)
« on: February 06, 2013, 09:09:25 pm »Everybody move up, quietlike, see? Crossbows ready, shortswords easy to be drawn. Lets take a look in the shed...+1
35974
Forum Games and Roleplaying / Re: The Tower of Kryshtak(PBP 3.5 D&D Dungeon Crawl) In-Topic!
« on: February 06, 2013, 09:06:41 pm »
Just fly over.
35975
Forum Games and Roleplaying / Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Sign-ups]
« on: February 06, 2013, 09:06:11 pm »Just put in two armies like before. It's not hard.I'd prefer not to if I didn't have to.
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Forum Games and Roleplaying / Re: New thread using Vanigo's Computerized empire-builder game
« on: February 06, 2013, 09:05:42 pm »
Why can't I build farms on river tiles?
The dragon began claiming more and more farmland...Yeah, nothing special yet.
Spoiler: Orders (click to show/hide)
35977
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: February 06, 2013, 09:00:10 pm »
Guys...my action this turn depends heavily on the result of this measure.
Spoiler: The Synod (click to show/hide)
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Forum Games and Roleplaying / Re: Dark Magi: TTC, Chapter 1, Update 12.
« on: February 06, 2013, 08:59:01 pm »Complete lack of acceptance of fault? Continued intentional screwing of the party? Sorta indicates you still think you're in the right. A little self-serving action here and there isn't going to be frowned on - we are mostly evil afterall - but intentionally screwing the party is a completely different issue.Not intentionally. I do admit, I'm wrong. That's why I'm giving up arguing against it.
Do I need to spell everything out?
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The sad part is that this required an arguement in the first place to point it out...IT WAS AN ACCIDENT! STOP THINKING I DID IT ON PURPOSE!
Oh hey look ninja update.
Replace MOST of the books. Keep some
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Forum Games and Roleplaying / Re: You are a medieval bandit!
« on: February 06, 2013, 08:56:32 pm »
Head to town. Try not to look like a bandit.
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Forum Games and Roleplaying / Re: The Tower of Kryshtak(PBP 3.5 D&D Dungeon Crawl) In-Topic!
« on: February 06, 2013, 08:55:44 pm »Ok, we need someone to volunteer to fly over the pit and do as role says. any takers?"I've got it."
Tie off my rope to one end, fly over with the other.
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Forum Games and Roleplaying / Re: Lords of Centria: Fantasy Tactical Warfare [V.3.6] [Sign-ups]
« on: February 06, 2013, 08:53:47 pm »
I'd like to know my team so I know how big to make my army.
35982
DF Suggestions / Re: Fortress mode Slavery
« on: February 06, 2013, 08:52:36 pm »Rationalization and power together are a limitless force.Not so. Powerful? Yes. Limitless? No. Every mind has limits.
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Plus, rationalization. "He's not a slave, he's a war criminal."I doubt that that would work very well outside of very rare and limited circumstances, with something preventing less pragmatic or more traditional dwarves from complaining. In other circumstances, it would fall apart once someone picked at it--which they would.
"He's not a slave, he's a lower class citizen."
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DF Suggestions / Re: Working through Medieval stasis
« on: February 06, 2013, 08:50:13 pm »Oh I agree, but you also have to accept that any model chosen will have to, by necessity, not be perfect, and have its generalizations. The alignments of races in particular, for instance. It isn't something that can be consistent to get goblins to be green skinned terrorists, if you permit deviation from their ethnic alignment en masse, for instance. You would end up with a world that doesn't follow the fantasy trope that is artificially assigned, which is very clearly what toady intends. You would end up wit pacifist goblins, geocidal elves, and the whole gamut of possible interaction, essentially negating any ethnic idenities of those races.Why is this a problem?
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Remember when goblins were pacifists during the early .31 builds, and all the complaints about it? Opening that pandora's box would make a lot of players very mad, just to suit a PC foible you are fostering about racism, and there would be no simple fix for it either.I kinda don't see the problem. (I'm assuming Toady won't "ship" a product where everything's 100% random--goblins will still have murderous tendencies, elves hippyish ones, etc.)
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Implementing this feature in a fashion that won't break expected gameplay, and only enhance it, requires some level of racism. It cant be helped.Why?
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Neonivek:There's also the fact that he seems to be strawmanning economics.
The psychopathy inherent in economics in regard to cultural value is precisely the reason why I provided the link above. Every culture views itself as superior in some fashion, and acts in varying levels of psychopathic tendencies to the ideas and knowledge of other cultural groups. Take for instance, dwarves considering elves to be rediculous about worshiping trees. The dwarves are VERY opinionated on the matter, but then again, so are the elves! The relationships between cultures are NEVER 1:1 value exchanges. They are *always* perversions, colored by the recipient culture's biases.
No, that's not what I'm talking about, either.The worst part? Due to how broad economics it, those people are technically right. (In the sense that someone saying that your grandfather died due to biological causes is technically right.)
I'm saying that you can't just say "economics" and act like it explains anything.
"Why is China rising to prominence as an economic superpower?" "Economics!"
"Why is Europe falling behind?" "Economics!"
"What is the cause of Detroit once being a massive engine of economic power, but now being a destitute wasteland of unemployment?" "Economics!"
Economics is a broad and very complex topic, and just saying the word doesn't explain jack shit.
Once again, Africa has cheap labor, just like Southeast Asia. Can you explain the Economics! of why that doesn't mean Africa is a superpower in high technology?
The problem is that we're trying to talk about the hows and whys of the rise and fall of civilization, and simply saying "Asians make things because economics!" is incredibly unhelpful and frustrating because we're just reducing the whole conversation to spouting jargon and buzzwords.
If you aren't conveying meaning when you are talking about something, helping someone to get to a deeper understanding of the subject matter, you're doing nothing but spouting noise. Nothing of value gets discussed at that level.
No, s/he is not. Kohaku is basically saying that race shouldn't be a staightjacket for culture.QuoteWe're talking about ways to make culture change procedurally. Making race the sole determinant of culture is inherently contrary to the goals of this thread. You're trying to talk about culture while at the same time trying to bind it entirely with race.And YOU are trying to negate any and all implication that racial identity would have on culture, by saying it is too general! Under your paradigm, elves are just humans with pointy ears!
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Those are not incompatible viewpoints.QuoteDefinitionally, in order for procedural cultural changes to take place, it means that the binding of all dwarves being the same has to be loosened. Some dwarves are going to have to specialize in skills and arts that are totally different from other dwarves. Otherwise, there's no point.And without hard setting racial influences on dwarves, you again make them no different from any other species, again betraying your intrinsic bias. Again. I am not saying all dwarves should end up the same. I am saying that dwarves are different from humans, fundementally, and should react to situations and stimuli differently.
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What makes you think they won't be in the new system?QuoteNot only does this mean that there might be pacifist goblins, but they still exist in the game. Just create a world where goblins are assimilated into a human culture right now - there's going to be tons of them in the human civilization, and they're going to be thriving.Yes, and they will be a minority, constantly fighting their innate nature. Eg, anomalies.
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Why do you think Kohaku wants that?QuoteStrictly enforcing Planet of the Hats race stereotypes undermines the whole capacity of the game to actually simulate cause and effect as it pertains to culture or technology or ideas, and that's one of the game's greatest strengths.And again, making them all McHumans, Now with BEARDS!(tm) and Pointy-Ears!(tm), by making all the different races share the same mechanic, makes then fundementally boring.
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The differences between dwarven and human biology aren't that severe.QuoteYou can't look at late Medieval European history as something totally separate and distinct from the Muslim world, there's changes brought about by the influence of other cultures, and if you want to make a simulation, you have to recognize these things.But in all instances of extant human civs, all the civs were humans, and shared human ambitions, and followed decidedly human qualities. Leaders rose to power, people fought over resources, and sought out ways to become the strong man. While the specifics of the cultures are different, they are all decidedly HUMAN cultures. What you seem unable to comprehend is that the paths elven cultures would go down would be INSANELY different from ANY human civ! I am not saying all humas have to be McHumanCiv. I am saying human civs should be HUMAN civs. VERY different beast! At this point I am beginning to question your objectivity and reading skills...
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-snip-Point missed.
The reason is that the instability of the region makes the investment of infrastructure hazardous,
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and I have a counter example to yours.Still missing the point.
The city of Gabarone, the capital of Botswana.
The city of Gabarone is experiencing fantastical economic and financial growth, as many major tech firms seek to capitalize on its relative political stability and low cost of employment. Many noteworthy firms, like seimens, cisco, microsoft, and pals have HEAVILY invested into the city's development.
So again, yes, 'economics!'
Specifically, the arbitrary association of value with a commodity or service, based on scarcity, and in this case, the subset of that discipline known as globalism, itself characterized by the efficient employment of trade networks for the benefit of the trading partners, as a means of increasing the standard of living by overcoming scarcity.
Eg, why you can buy strawberries out of season, and do so affordably.
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In the specific light of the arguments that started this derailment:You're missing Kohaku's point. She's not saying that trade relations like that should never happen, just that they shouldn't always happen.
-snip-
And about elves: I see them as semimortal variants of fey people, and therefore a bit less comprehensible than humans or dwarves, or even goblins or kobolds. I imagine that while they don't want to kill anything not trying to kill them, they don't see any problem in using a formerly living anything which has died.
35984
DF Suggestions / Re: Regenerating lost limbs, rapid regeneration, and disabling regeneration
« on: February 06, 2013, 08:30:59 pm »1) Certain creatures can regenerate lost body parts. This can range to just limbs, to every part and vital organ of the body save the head. Mostly this applies to bogeymen and other randomly generated monsters.Depending on regeneration speed, perhaps the head too.
Ideally, sufficiently swift regeneration would also allow severed limbs and such to grow back into a whole creature.
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2) Certain creatures heal at an extremely fast rate. This is already sorta moddable considering the whole healrate physical stat, but it could be touched up a bit I imagine since now we'd be dealing in minutes rather than days. Pumping them full of bolts will leave them standing. This doesn't necessarily mean they can regenerate completely severed limbs.Hm...Must test to see how much healing rates can affect this.
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3) Certain materials can temporarily disable regeneration in other creatures. Wounding a werewolf with silver weaponry will leave a mark that stays, if we're opting for rapidly healing werewolves that can't be killed by anything but silver. More importantly, items aligned with certain spheres can disable regeneration in creatures aligned with opposite spheres. Or you could have good-aligned weaponry fail to inflict lasting damage on an innocent being because they suddenly GAIN rapid regeneration.This all sounds good, especially the last. Depending on if the regeneration works on all wounds, it could also have...interesting implications.
"By the Power of Uben the Water of Fishes, be healed!" *thwack*
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DF Suggestions / Re: Dwarven journals
« on: February 06, 2013, 08:19:18 pm »
Seems neat, but I suspect it would take up tons of memory and get VERY repetitive.