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DF Suggestions / Re: Make reanimated bodyparts less aggressive, more territorial.
« on: April 08, 2012, 07:13:02 pm »
This would definitely up the creep factor...and can you say "Paranoia?" I knew you could.
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As long as we're playing dwarves, it's not complex at all.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.
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.
I feel like I've been getting into a lot of these verbose debates, lately...You and me both.
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.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.
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?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.
Ah, irony...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.
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?
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.