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Messages - GreatWyrmGold

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36046
That's not even getting into the weirdness of gastropods like mollusks and pals.
gastropods like mollusks and pals.
implication that mollusks are a subclade of gastropods
...
That's just wrong. It's the other way around.
lulwut?
I was referring to the meaning of what gastropod means-- StomachFoot, EG-- things that move around with muscles on their abdomens. (Slugs, Snails, Clams, etc.) In the world of DF, we shouldn't make assumptions about the phylogenic categorization of fantastical organisms. Instead, I was referring to the body plan description-- gastropods.  In the DF universe, this would include things like Fleshballs. Those are NOT mollusks, but still gastropoid.
*shakes wierd's monitor*
GASTROPODS! ARE! A! CLASS! OF! MOLLUSKS! SO! ARE! BIVALVES! THESE! ARE! NOT! FANTASY! CREATURES! FLESHBALLS! ARE! NOTHING! LIKE! ANY! KNOWN! ORGANISMS!
WORDS MEAN THINGS! STOP USING WORDS TO MEAN WORDS THEY AREN'T!

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:D (Fleshball has no nervous tissue, has no openings for consumption or defecation, and does not secrete a shell, nor have any noteworthy internal structure.  It is therefor, not diagnostically a member of the phylum mollusca, despite being clearly a gastropod.)
As it so happens, it also lacks any traits which make it a gastropod, including a digestive tract, a mantle (aka "That thing which secretes a shall"), or so much as an organ. It's most similar to cnidarians, although obviously without nematocysts.

Sorry, biology is a sensitive spot for me.

(When the system works properly, it means that each generation of assassins are more deadly and more crafty than the last.)
Or that the old generation has declined with age.
But yes, that would make sense.

(Plus, as long as egg-laying creatures don't eat...)
Or eat different things, like real-world fowl do...

36047
I just am feeling that creating something as intricate and small as clockwork creatures, even if powered by magic, seem completely out of place in DF.
Given the fairly elaborate mechanisms made by dwarves, even without megaprojects needing to come into play, I'm not sure. Heck, just making a drawbridge raise at the pull of a lever is an impressive use of counterbalances. Sure, something as delicate as a clockwork critter is beyond their ability at this time, but so are moving fortress parts (which are planned), and back in 0.31, powering minecarts was impossible as well. The only problems I can see are miniaturization and power source.

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I fail to see the interest in this. Why just not make a puppet with movable parts and then make these move with telekinetic magic?
Funnily enough, that's precisely the suggestion.
eh bad communication
By puppet, I mean something articulated with movable parts but without a complex gear system ala Dwemer automaton. Magic moves the different parts. Undead skeletons are a good example of what I mean by "puppet" here.
I dunno, actually. I hadn't realized the implied complexity.
Go ask an engineer, they'll have an answer.

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We already have a bronze colossus who magically moves without even being made of different parts.
Yes, dwarves know about gears and with magic it could be doable. But it seems improbably complex when golems already exist in the world, and are far simpler than that.
I'm all for my dwarves building golems, but let's just go with the original Jewish golem myth and be done with it. aka: craft statue out of some material, add  magical item on it, instant golem.
Have you contemplated the possibility that golem-making secrets might not be known to dwarves, if extant? Or that moving something designed to move might be easier/simpler than bending a solid metal statue?
Never said golems should be known to dwarves.
[/quote]
Really?
I'm all for my dwarves building golems,
You DO have communication issues.

36048
DF Suggestions / Re: Coming of Age traditions
« on: February 05, 2013, 09:03:02 pm »
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?

36049
DF Suggestions / Re: Minor (Major?) punishment: YOUR BEARD IS SHAVED
« on: February 05, 2013, 08:59:43 pm »
Besides, do we really want to reduce the game down to repeating beard memes? DF is plenty capable of generating its own memes without having to rehash every Flanderization of the race that's already pretty Flanderized.
Kohaku speaks words of wisdom.

Maybe in some dwarven cultures, or goblin cultures, or whatever, a man's beard is a sign of his honor or something else important, and shaving off his beard is a great punishment. This should NOT be standard. It should be a "quirk" of a civilization, not a feature of a race.

36050
DF Suggestions / Re: Reattaching limbs
« on: February 05, 2013, 08:55:37 pm »
people seem to be comparing how dwarve's bodies heal themselves to humans e.g humans cant regenerate nerves so reattaching limbs is useless. what if dwarves DO have the ability to regenerate differently than humans? they already have ultra livers why not nerves?
Because that doesn't make any sense?
Dwarven livers (which are big, not "ultra") let them consume copious amounts of alcohol. There's no similar precedent for "ultrahealing."

And ebbor, I really think you should stop worrying about how a creature with such fast healing would react. Even if you don't assume that magic would take care of the issues, any creature which can regrow or reattach a limb has a sufficient healing factor to deal with pretty much any ailment short of death.

36051
DF Suggestions / Re: Options for iron-fisted totalitarianism
« on: February 05, 2013, 08:48:44 pm »
Our eventual goal is to have the player's role be the embodiment of positions of power within the fortress, performing actions in their official capacity, to the point that in an ideal world each command you give would be linked to some noble, official or commander.  I don't think coaxing is the way I'm thinking of it though, as with a game like Majesty which somebody brought up, because your orders would also carry the weight of being assumed to be for survival for the most part, not as bounties or a similar system.  Once your fortress is larger, you might have to work a little harder to keep people around, but your dwarves in the first year would be more like crew taking orders from the captain of a ship out to sea or something, where you'd have difficulty getting them to do what you want only if you've totally flopped and they are ready to defy the expedition leader.
Or in other words, you're the expedition leader/mayor/whatever.
To me his quote sounds like you're that quiet voice in the phone that tells dwarven government what to do. The personality of any given official may matter somewhat but as long as office is occupied your orders will be carried out.
To me, it sounds like the player is, if not actually the mayor or whomever, a sort of driving force behind the assorted nobles.

-----

The actual ideas:
Banning elections--Meh. Once we get to the point where the dwarf in office matters, I'd rather have the dwarves in power enact this. Of course, if we're supposed to be the ones in charge of the fortress, it could make sense, but I think you should need a specific kind of leadership to do that.
Deportation: Planned, eventually, as much to be rid of the excess cheesemakers as anything. This will come coupled with or following emmigration.
Execution: Reasonable. I can think of many uses past keeping "El Intendente" in office.
Bribing: Meh. Maybe once greed, the economy, and dwarves not doing what you want come into play.
Brainwashing: How and why?

Oh, and the title...is terrible, bluntly put. Take out the "Vote for El Intendente (OR ELSE)" and it would be a lot less ludicrous.

36052
DF Suggestions / Re: Radioactive dust and cancer\
« on: February 05, 2013, 08:38:33 pm »
Uranium ores and the like tend to contain only trace ammounts of radioactive material, it's why refining it is such a pain. Because of that you could safely breathe in pitchblende without really worrying.
Also, the radiation from uranium is greatly exaggerated.
In general, coal is more dangerous.
But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you? Nope, everyone seems to think that nuclear plants get their energy by smacking live atomic warheads all day or something.
But I digress.
But how many excessively cute and unrealistic woodland creatures have choked on coal plant smoke ?
More than have died from nuclear plant incidents.
In fact, wildlife is flourishing around Chernobyl. Either there's no threat to wildlife there, or the occasional presence of humans is even more debilitating than whatever's there.

36053
Creative Projects / Re: D&D Musical Webseries - The Games Maestro
« on: February 05, 2013, 08:11:30 pm »
So, apparently the internet is now complete.
The Internet will never be complete.

I just watched the Pilot video. Funny. I especially like the credits bit.
"Yeah, I'm stuck in the roof again..."

36054
Is it an interesting bug?
Haha, not this one. The last one I dealt with was though: Blacksmiths were assuming that since their tools weren't selling, the price they posted was too high, so they lowered it, and lowered it, until it was negative.
That is amusing. Would people exploit the negative prices to gain a bunch of tools AND coin?

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The current bug is that: I add caravans to a list when they're created, and move them to another list when they enter a town - but the game is claiming they were never in the first list to begin with, even though the only way they could have gotten to the town was by being a member of the first list...
That's...interesting.

36055
Forum Games and Roleplaying / Re: You are a new God OOC thread.
« on: February 05, 2013, 07:50:06 pm »
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I wasn't sure what we had agreed on, and why are the others superfluous?
Why make firejackets rest in positions harder to defend instead of in the main citadel?
Why not have some hives full of creatures which produce healing salve/explosive/food/etc and can also be sent out to burn our enemies?
It's more a question of where to put them. I'm saying we put said hives inside the main area instead of on weapons platforms.
The hives wouldn't be a main weapon; we'd just make it easy to toss a hive or several down if we had to. Because, let's face it, it'll be useful to do so eventually, if only to spread firejackets.
The problem with that is we would be tossing overboard valuable hives of firenectar. What is the advantage over just sending firejackets?
Again, it's not a common tactic, more of an emergency thing. It sounds like the kind of thing that could come in handy and we'd regret not adding a simple thing like that some time later.
Oh, and to answer your question: Ever kicked a yellowjacket nest?
I know it would be a good emergency tactic with normal bees, but we can reproduce the effect by telling our firejackets to go hug the targets. More accurate and no turret slots required.
The hives are filled with what I presume is a highly flammable substance; telling the firejackets to go "hug" enemies isn't quite the same as having them angered; we can't always be relying on our own personal command for last-ditch defense stuff; and who said it would take a turret slot? It would just be something with however we set up the hives that makes it easier to detach and drop them.
My main objection with this is the fact that it would be a set of hives in place of a perimeter turret.
Why would it need to be put in place of a turret?

36056
Forum Games and Roleplaying / Re: You are (not) an adventurer!
« on: February 05, 2013, 07:49:34 pm »
Wait, he ripped out his own skull to beat the troll to death with?
No, he ripped out the troll's skull, ripped out his own skull, then smashed the troll's skull with his skull, then put his skull back inside himself and put the mashed troll skull back into the troll's body.
It would be kinda funny if he confused the skulls.

36057
Roll To Dodge / Re: The Art of Minimalism VII: Running Mob
« on: February 05, 2013, 07:48:05 pm »
Charge after Shadow dragon and get to the location twice as fast.
[2] You start running, but will get there in five more turns.

Aaahh...
Eat some contemplative oatmeal.
[5] You are full. And contemplative.

Eat someone
Wait, what?
...Respawn?

Continue traveling towards the something.
Four turns and counting.

Put on stuff. Throw gasbomb at Furtaka
[6v2] The gas bomb turns Furtaka into gory chunks while also hurting you pretty badly...

Sprint tpwards city-esque thing.
Five turns out.

Ok enough turn wasting,

Follow the people going toward the thing that is 6 turns away
Five turns out.

Respawn as a Medeval knight then go and find a settlement.
[5] You spawn on a horse, riding quickly. You will get there in THREE turns!

Give up chanting, take up farming.
[6] You grow a crop of wild almonds.

36058
Forum Games and Roleplaying / Re: Dark Magi: TTC, Chapter 1, Update 12.
« on: February 05, 2013, 07:41:24 pm »
Wonder why a few books from the library have a lower penalty than the library missing some books.

Continue studying. Ponder the possibility of using reverse Void magic to un-lose the books. Look for the books. Complain.

36059
Forum Games and Roleplaying / Re: You are (not) an adventurer!
« on: February 05, 2013, 07:36:17 pm »
Suck out his life force to heal us.  Also does that mean that the gauntlet is really valuable or that for some reason we can't sell it.
It means we got mashed against the rock.

Wait, he ripped out his own skull to beat the troll to death with?

36060
Forum Games and Roleplaying / Re: You are a new God OOC thread.
« on: February 05, 2013, 07:34:43 pm »
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I wasn't sure what we had agreed on, and why are the others superfluous?
Why make firejackets rest in positions harder to defend instead of in the main citadel?
Why not have some hives full of creatures which produce healing salve/explosive/food/etc and can also be sent out to burn our enemies?
It's more a question of where to put them. I'm saying we put said hives inside the main area instead of on weapons platforms.
The hives wouldn't be a main weapon; we'd just make it easy to toss a hive or several down if we had to. Because, let's face it, it'll be useful to do so eventually, if only to spread firejackets.
The problem with that is we would be tossing overboard valuable hives of firenectar. What is the advantage over just sending firejackets?
Again, it's not a common tactic, more of an emergency thing. It sounds like the kind of thing that could come in handy and we'd regret not adding a simple thing like that some time later.
Oh, and to answer your question: Ever kicked a yellowjacket nest?
I know it would be a good emergency tactic with normal bees, but we can reproduce the effect by telling our firejackets to go hug the targets. More accurate and no turret slots required.
The hives are filled with what I presume is a highly flammable substance; telling the firejackets to go "hug" enemies isn't quite the same as having them angered; we can't always be relying on our own personal command for last-ditch defense stuff; and who said it would take a turret slot? It would just be something with however we set up the hives that makes it easier to detach and drop them.

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