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DF Community Games & Stories / Re: StNPO - 2 - Welcome to Agsalkikrost - Poolstockades! - Let there be madness!
« on: June 30, 2012, 08:08:41 pm »
Oh...
What's my challenge, then?
What's my challenge, then?
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Using DT do force children to work makes you a dirty cheater, you know.Using DT makes you a somewhat cleaner cheater.
@GWGThink Play-Doh. If you could have made it from a sufficiently large chunk of Play-Doh as a kid, someone with enough time and damp clay on their hands can make it out of clay.
I think the only way to make clay useful is to fire it. But i've only worked with clay a few times in my life, so there may be other ways to make clay useful with out being fired. But without firing is clay just no better then dried mud?
Erm...I feel like this is about to turn into the kind of debate where my brother refuses to listen to me as I point out the imperfections that can't be explained if a perfect god made the niverse, so I'm going to instead ask you to point to a reputable source which explains all of these qualities of ghosts, and also says that they're non-fictional. Until then, let's operate on the assumption that ghosts don't exist IRL and so DF's ghosts only need to obey their own rules.2.) Doesn't that seem a tad inaccurate to you?
No, it's a quite accurate depication. After all, dwarven ghosts have shown the ability to "lose" items and even harm or kill dwarves!
Or, do you mean inaccurate when compared to our ghostless reality?
I meant that ghosts (in reality) can't physically harm people (or at least, it would take a MASSIVE amount of energy to do so, which would harm them just as much as they harm us.). Ghosts are, after all, the psychic energy left behind after the physical body dies (In fact, the reason you hear more about evil spirits is because traumatic experiences tend to strengthen psychic energy. In other words, the spirit has more "will" to enact revenge upon those it hates.). Energy can't be created or destroyed. It just changes form. Because of this, a ghost would lose "health" every time it exerted energy beyond what it was normally capable of and, eventually, would cease to exist in the sense of being a "ghost". Some people may say that the spirit "went to Hell" or "ascended to Heaven". Perhaps, the spirit lives on in the thoughts of the people who experienced it and, eventually, if certain events occur, the airwaves, coaxial cables, and Flat Screen HD TVs of whoever watches shows about ghosts. I know... It's kind of weird to think about, but bear with me, okay?
Then again... I might be wrong about all this...
I meant that ghosts (in reality) can't physically harm people (or at least, it would take a MASSIVE amount of energy to do so, which would harm them just as much as they harm us.). Ghosts are, after all, the psychic energy left behind after the physical body dies (In fact, the reason you hear more about evil spirits is because traumatic experiences tend to strengthen psychic energy. In other words, the spirit has more "will" to enact revenge upon those it hates.). Energy can't be created or destroyed. It just changes form. Because of this, a ghost would lose "health" every time it exerted energy beyond what it was normally capable of and, eventually, would cease to exist in the sense of being a "ghost". Some people may say that the spirit "went to Hell" or "ascended to Heaven". Perhaps, the spirit lives on in the thoughts of the people who experienced it and, eventually, if certain events occur, the airwaves, coaxial cables, and Flat Screen HD TVs of whoever watches shows about ghosts. I know... It's kind of weird to think about, but bear with me, okay?
Then again... I might be wrong about all this...
I'm at a loss of words... No offense, but wtf have you been smoking? o.O
More on topic, the idea of dead heroes being able to return and defend the fort under particular circumstances is an interesting one. Like mentioned if linked to how they are memorialized and entombed it'd also give further incentive to properly take care of your fallen heroes remains. Maybe some kind of ritual could be added to plead for the spirits assistance in great times of need (when magic gets added), possibly involving some kind of blood sacrifice. Would finally add some use to those huge catacombs filled with dead dwarves taking up space ^^
No offense taken. In fact, I expected that kind of reaction. Not everybody believes in ghosts. For the record, I don't smoke anything (I'm actually AGAINST the PERSONAL use of drugs whether legal [greedy pharma companies] OR illegal [supports crime]). Your reaction made me laugh. Thanks.
I agree with you about the catacombs that take up space.
This makes me think of LotR: Return of the King. Only with goblins instead of orcs.
Aren't goblins and orcs related?
You can't lubricate things with alcohol! Except dwarfs. Or maybe machinery too, if dwarven wine is really greasy, which it might be considering that it's made from strange purple mushrooms. Oh, and except using cetyl alcohol, but that's made from oil in the first place.At no point did I claim this was a good idea, just a dwarfy one. Kinda like paving the streats with gold.
Hello, is that the garage? Can I speak to a qualified mechanic? I need help to catch a goblin.I'd like to check what you mean like this before I assume.
Why a mechanic and not a trapper? Particularly since the thing contains no mechanism.That makes sense.
I guess because mechanics are associated with traps that catch enemies, and trappers are associated with traps that catch small animals. So my immediate thought is, having these two parallel types of cage traps is ridiculous, and trappers should manage all the traps, and most of them shouldn't need mechanisms, including many of those that already do. Traps should inherently be a kind of mechanism, a kind made and set by a trapper, which a mechanic doesn't really understand; that's certainly what a snare is.It depends on how the weapon traps are made, but I think I sorta see your point. Of course, I'm going to point out that trappers are more implementing the traps while mechanics are designing and making them, but that's a pettifogging detail.
This is of course not really what you asked. Yes, things that don't demand mechanisms are good.Yeah, I suppose so, although the sentiment sounds wrong for some ineffable reason.
I imagine this could translate into Adv. mode too at some point, dwarves with the trapping skill and job enabled should carry a rope with them if one is available, for quickly setting traps, maybe!!Maybe.