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Messages - GreatWyrmGold

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52381
This would definitely up the creep factor...and can you say "Paranoia?" I knew you could.

52382
DF Community Games & Stories / Re: Theft from a Tower
« on: April 08, 2012, 07:03:48 pm »
Another minotaur adventurer, this one focusing entirely on ambushing. First our old pals, the Lesser Salutes, sent a pair of goons to attack me. I fast-travelled one space, and got attacked by a band of ogres sent by the Morsels of Singing, who evidently sent their ringleader to deal with the guy who's never heard of them and is travelling deep in the wilderness. And, of course, there's little in the way of cover. For added lulz, I ended up being placed about 6 tiles in roughly the opposite direction of the way I'd travelled from the cooling corpses of the first bunch. I killed the ringleader's compatriots, threw half a sturgeon at him from hiding, and continued to throw such things as the heads of various ogres until a <<copper cap>> broke his toe, causing him to give in to pain. Naturally, I didn't cut off his head, I just smashed in his skull, so no neat trophies for me...Then some dingoes attack me...Hoo boy, I can't wait to see what happens when I get to the tower.

52383
Dear Pare McOverseer,
Would YOU want to wear a helm that wasn't thoughroughly tested?
Sincerely,
Urist McQualityTester.
P.S. Remind me, next time, to make sure the goblin's dead before testing his helm. I didn't realise he hadn't gone to wherever goblins go when they die until he started attacking my dog.

52384
DF Community Games & Stories / Re: Theft from a Tower
« on: April 08, 2012, 06:12:33 pm »
I had a really good narrative written up, but then my computer crashed, so...basically, I wandered south far enough that the rivers were liquid in the day, after having fought off a band of bogeymen. Somehow they weren't dodging my attacks. Unfortunately, when my computer crashed, I had forgotten to save, punting me back to the far north side of the world...I'm starting a new adventurer and pretending this one didn't happen.

52385
DF Suggestions / Re: Goblin Sieges Bring Cannon Fodder
« on: April 08, 2012, 07:45:05 am »
Without such a goblin, they'd likely surrender, like I mentioned. Of course, a nearby axegoblin could step in to pick up the slack...

52386
DF General Discussion / Re: What Would Urist Do?
« on: April 08, 2012, 07:38:00 am »
Spoiler (click to show/hide)

Nothing. He's burnt to a crisp.

What would Urist do if he accidently created Frankenstein's Monster?

52387
DF General Discussion / Re: Carts and tracks
« on: April 08, 2012, 07:32:17 am »
I hope that we'll be able to turn the rubble into some sort of wall or...something...if there is rubble...

52388
DF Suggestions / Goblin Sieges Bring Cannon Fodder
« on: April 08, 2012, 07:21:24 am »
The basic idea is this: In order to weaken your defenses, goblins send a wave of weak, expendable "troops" at you. These would distract and wound your military and clog up your traps. There are a few categories of cannon fodder they might use, described in order of complexity:

Spoiler: Weak Critters (click to show/hide)

Spoiler: Convicts and Prisoners (click to show/hide)


So...what do you think? Too much, even for goblins? Other ideas of goblin cannon fodder? Etc? I'm never very good at this part...

EDIT: Did I hit post already? Modify message! MODIFY MESSAGE!

52389
DF Suggestions / Re: On mine carts and power.
« on: April 08, 2012, 07:03:05 am »
This is great, but I really think what is needed is a way to hook up captured goblins to carts to pull them. I already use them for zoos and weapons practice so why not this? Be good exercise for them, better than waiting in a cage for years.
Slavery is a touchy issue.  Or, at least, a complex one, which has been discussed before.  IIRC Toady says he doesn't picture dwarves as using it (even for monster races), but humans probably will, depending on their culture.  It might be possible for you to change the culture of your fort to accept it, eventually, but that could also cause schisms with your parent civ.
As long as we're playing dwarves, it's not complex at all.

[ETHIC:SLAVERY:UNTHINKABLE]


But since I can use goblins for target practice, how about ammo for catapults? Has anyone tried that before?
Most likely horribly innacurate, due to the uneven and willfully shiftable distribution of mass, and it'd give the gobbos some (mangled) cannon fodder to distract your soldiers or clog up your traps.
Hm, that gives me an idea...

52390
DF Suggestions / Re: Semi-Sapiants
« on: April 08, 2012, 06:54:52 am »
I feel like I've been getting into a lot of these verbose debates, lately...
You and me both.

Quote
It's a good idea/point, but it can be rebutted more easily the more magic is added to DF.

I've never really liked the notion that magic should be unexplained.

Being as it is DF, I rather prefer the notion that magic is a force of nature that simply does not exist in our world, but nevertheless is an understandable and rational force.  Magic that exists in the game is predictable, if not exactly well-explained.  Evil areas mean zombies and occasionally clouds that do all kinds of not-good things to your dwarves.

I pushed along a thread on exploring the concept of a magic-based ecosystem, where magic, much like regular ecosystems, is consumed by the "autotrophs" that form the "plantlife" of caverns and form the basis of a magical ecosystem, and restored back by "decomposers" that replenish the magic supply of the area.

To simply say "dwarves are magic" and that therefore, none of their attributes has to make sense is deeply dissatisfying.
I'd summarize what I said as more like "In a world where deities are known to curse people, and where people are known to cast some kinds of spells, it's possible that certain traits were added by magic, and if they were the other traits could have come from the lifestyle constraints imposed by the curse." Much wordier, but also closer to what I said.

Quote
Just because gameplay wise it is only a disadvantage at this point, I wouldn't go so far as to calling cave-adaptation a weakness and not a strength. Putting game-mechanics aside, it is as much a weakness as it is a strength - an adaptation that changes the dwarves in such a way they physiologically prefer underground and the dark, even though they can handle light and the outside unless they stay underground for prolonged amounts of time without ever wandering outside.

There's nothing really advantageous about cave adaptation no matter how you might look at it.  It is, again, a weakness, not a strength.  Dwarves can live aboveground for their whole lives with no ill effects.  Humans and elves can live underground for their whole lives with no ill effect.  It's just that dwarves that spend most of their time underground will start feeling ill effect if they reach the surface.

Dwarves have advantages and adaptations that help them become better cavern survivors, but cave adaptation is less an advantage and more a vestigial weakness, like a moth's confusing artificial light for the moon and flying into a flame. 

Those advantages (short size, high strength, magical strange mooding and trances) are completely separate and distinct from their cave adaptation.  They work just fine with or without cave adaptation actually taking place in a dwarf.  If they do have a darkvision-like ability, then unless it actually only activates once dwarves become cave adapted (and ceases to function if they lose their cave adaptation), then cave adaptation is nothing but a weakness.
Taking cave adapation by itself, yeah. Code-wise, nothing else has to do with dwarves' cave adaptation. Similarly, in the code, there isn't really any connection between a bird's flight and its wings, or a kobold's sealth and its tendancy to steal things, or a goblin's antisocial personality and its tendancy to go to war with everyone. After all, if we assume that dwarves evolved from something, like you did, why would they evolve to vomit (wasting time and precious nutrients) if they saw the sun after being underground too long?

Quote
My third point, pertaining previous claims of "everyone should be able to do everything with proper training" - I don't agree.

That isn't the point I was making.  In fact, I was making a point fairly similar to yours.

The argument I was making was that saying "dwarves are poor swimmers because when you think of dwarves, you think of mountains, and they don't go out to oceans" is invalid reasoning, but that "dwarves are poor swimmers because they have shorter limbs compared to their more bulky torso" is valid reasoning.

If there is a valid physiological reason for an elf not to be capable of metalworking, it's one thing, but at the same time, if an elf is capable of carving wood or sewing images into cloth, why are they incapable of performing that same precision into carving stone images or statues?  How different are the requirements to be a wood sculptor from being a statue sculptor?

By comparison, if an ant-man lacks the eyesight and the mental development to appreciate aesthetics, then it makes perfect sense to say they make crappy artists.
Ah, irony...


Just... ignor me. I'll probably be injecting less coherent data as time drags on simply because the debate is over my head crushed my dreams already.
Aw, don't feel left out. You can still point out good information. Like the amphibious guards--if you pay, say, cavefishmen to live in your moat in exchange for chum and metal armor/weapons, that moa would be much more fearsome. It's easier than any kind of tamed animal, perhaps barring pasturing them and then flooding the moat...but then what happens if they leave the pasture?

52391
Ogres are babysnatchers (so as to get everyone to hate you while still letting you build up exported wealth), so they'll incorporate figures not of the ogre race more easily than most races. I had an ogre civ recently that was lead by a minotaur (as much the ogres' greatest foes as I could make them).

52392
DF Modding / Re: Alternate catapult ammo
« on: April 07, 2012, 09:26:00 pm »
Would the dwarf's body heat vaporize the stone?

52393
DF General Discussion / An...!!interesting!! site
« on: April 07, 2012, 08:45:00 pm »
I embarked on the boundary of a terrifying (IIRC) swamp and mirthful mountains as ogres from the Savages' Stronghold mod, where I wanted to see just how !!fun!! such a place could be. Well, for starters, it has zombies AND some ominous blue fog which I assume is probably huskifying.

Is anyone interested in trying it out? I'd upload the save, but I've got issues with uploading saves on DFFD--I'm trying to, but DFFD seems to be rejecting it without any kind of hint before it's 10% uploaded.

52394
DF Suggestions / Re: Flamethrower
« on: April 07, 2012, 08:32:33 pm »
Are you thinking of Greek fire? That wasn't a flamethrower, that was more like a flame bomb. And who's to say that A. everything before 1400 has to be included (firearms, for instance), or B. that dwarves know how to use it?

Still, in a more general sense, equipment (probably magical) that can "afflict" and/or unlock interactions would be a good addition. You could make flamethrowers (mod in a weapon that gives the wielder the ability to conjure a stream of fire and watch dwarves dance through the fire they started), cloaks of flight, and so forth.

52395
DF Suggestions / Re: Semi-Sapiants
« on: April 07, 2012, 08:26:09 pm »
Cave adaptation doesn't happen on tigermen and the like, however.  They can go underground, but that doesn't mean they are cave-adapted. 

Likewise, dwarves that periodically travel aboveground avoid cave adaptation. 

Again, this is a matter of putting the cart before the horse - cave adaptation is caused by generations spending life underground, having cave adaptation doesn't cause creatures to start living underground. 

In order for cave adaptation to be justified there must have been an original cause for that shift to being an underground creature that had nothing to do with cave adaptation.

Indeed. However, that happened long before worldgen, back when dwarves' living ancestors were apes or mountain goats or badgers or bears or cats or whatever, so it's not important right now. Let's focus on what actually happens, not what happened. Actually, your assumption assumes that dwarves weren't originally people cursed with cave adaptation magically, leading to a variety of other adaptations for underground living (extensive body and facial hair, along with shortened limbs, for warmth; shorter stature for fitting into cramped spaces; stouter skeletal structure and possibly higher muscle density for mining and dealing with deadly cavern beasts; etc) came as a result of that--and since those are variations that occur, albeit in lesser magnitude than in the dwarves' case, the change from cursed humans to dwarves could probably occur within several hundred generations--something like around the amount of time between the development of agriculture and worldgen? Point is, just because in our world, a cave-adapted species would need to go to caves first doesn't mean squat in a magical world. It's a good idea/point, but it can be rebutted more easily the more magic is added to DF.

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