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Messages - Urist_McArathos

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916
DF Community Games & Stories / On the Nature of Dwarves
« on: July 25, 2011, 10:42:33 pm »
On the Nature of Dwarves

A study of the dwarven race, compiled from the notes of the legendary sage Nimir by the work of Althor the Narrow, scholar of Triador

ASSEMBLER'S FOREWORD: I was tasked by the Triadoran Senate to compile a set of books for study by its ambassadors on the various races and nations of our known world.  Naturally, the priceless knowledge contained within the sage Nimir's personal library at Starhelm was my first choice for learning what would be needed to accomplish this task.  The sage, always eager to help spread the accumulated knowledge of his life's journeys, was quick to respond to my request for access to his library, though he informed me he would not be on hand to aid in the task.  He had chartered a ship for the Kerish Isles, and was intending to travel even further east, as pirates there frequently told stories about a strange land further out in the ocean that he dearly wished to explore for himself.  I was thus left with only the sage's numerous ledgers, journals, notes, and musings to work with, but no sage to direct my understanding or transcriptions.  I have done my very best to present the information found at Starhelm in an orderly manner and as complete as possible.  My own opinions and additions (beyond slight reformatting and rewording to allow the miscellany of his work to fit together cohesively) will be clearly marked in the text that follows.

Introduction

Why are dwarves the way they are?  We humans see a race of short, stocky, bearded folk who seem to love nothing in this world more than drink, digging, and violence.  Indeed, to the lesser lived races such as man, they are utterly impenetrable: an enigma wrapped in a beard, their behavior incomprehensible and at times frustrating to ponder.  Were we more narrow-minded creatures, we might suppose that dwarves are a race that care nothing for the outside world except to confound it for daring to try to make sense of them.  This is altogether an unfair assessment, as I learned firsthand.  I was privileged to spend a great deal of time among them, and feel it is my duty to share what I have learned.  I do this that my fellow man may at last understand our subterranean allies.  The simplest way is to simply begin with the dwarf himself, and move upwards from there to more complex issues.  As for the dwarf itself, we shall proceed in a similar manner: start with the most superficial aspects and gradually move inwards to his very core.

Physiology

Dwarves are an unusual race to behold at first, and one marvels at them at various times for their seemingly incredible differences in physical being.  However awe-inspiring the dwarven physique may be to a lay observer, dwarves are not like dragons: there is nothing magical or supernatural about their form and essence that lends them their features.  Like man, dwarves are a mortal and mundane race though, also like man, one that is truly remarkable in said form and essence.

Your typical dwarf is approximately three and a half feet to four feet tall, not quite half the size of a man but substantially shorter even at their tallest.  Dwarves are broadly built creatures, stout and sturdy and easily weigh as much as a full-grown human despite their reduced stature.  Their limbs tend to be stout as well, thick with well-defined musculature.  One notices, as a matter of course, that they tend to be hairier than humans.  The body hair of a dwarf male is easily visible, and though their females, like ours, have less of it and finer hairs at that, they too are noticeably hairier than a human female.  Dwarf males are famous for their long, thick beards and mustaches.  Both men and women tend towards long hair that is also thick and lustrous.  Rumors persist of bearded dwarven women, though I must state I've never seen any.  I presume this to be simple bigotry and slander against them, perhaps perpetuated out of a desire to make them an object of ridicule.  I personally suspect the elves may be involved in this, but I digress.  Ed: Rumors of dwarven women bearing beards in other, remote and distant settlements cannot be verified, but the dwarves themselves will say nothing on the matter, as is typical of them on most dwarven matters.  I consider it an open question, though Nimir does not.  Regardless, it is fundamentally unimportant to the matters of diplomacy and understanding dwarves, and so I did not pursue the question further.

All of these are adaptations to life underground.  Dwarves have, over the long centuries, had to tunnel further and further and as such have become quite an athletic race.  Their muscles are both powerful and capable of incredible stamina; such is unsurprising in a race that bores through solid rock to build its homes.  It is said that a dwarf miner in his prime (which lasts considerably longer than a human's) can dig through rock as a man does through earth and soil.  I have witnessed this phenomena firsthand, and agree that the prowess of dwarven diggers is nothing short of breathtaking.  Their hairy bodies suit them well in the caves and tunnels of their homes.  The underground is a frequently dank place, shut off from the warm air and sun of the surface.  Creatures abiding in the deep places of the world find the world constantly a chilly and clammy affair, but the protective insulation of body hair traps their body heat while keeping dew from forming on their skin and leaching away their warmth.  The prominent, fleshy nose of a dwarf also helps to warm the air they breathe, further aiding in their comfortable existence in the deeps.  Many marvel at just how pitch black a cavern can be, and wonder how a dwarf manages to see in the deep.  It is said they have a cruder form of vision (like orcs and other fell creatures deeper beneath the world) that allows them to see in the most pitch-dark of places, albeit all is colorless and blurry.  I'm not sure what amazing feature of their eyes manages this, nor could I verify it as the cities I was privileged to visit kept well-lit public areas at all hours.  Lights were put out in private quarters for sleeping, and as such it was not the time for in depth questioning and examination. 

Much of the life underground is fungal in nature.  Hardly surprising; fungus thrives in wet and cold environments, and can grow and prosper without the life-giving sun or nutritious and soft soil that our surface flora require.  However, fungi are frequently toxic: any mushroom-harvesting provincial can attest to the sundry risks involved in that trade.  While we of the surface can avoid the issue with our abundance of crops, dwarves have no such luxury and must survive on the crops of the underworld, such as they are.  The centuries of constant exposure to the various mushrooms and lichens of the caves has strengthened their constitutions in remarkable ways.  The dwarven liver, I was amazed to learn, is much larger than a man's.  Perhaps almost threefold in size, and all this in a creature that is, at best, pound-for-pound man's equal in mass.  The liver is not just larger (which allows more function), but far more efficient and hardy than ours if empirical observation has anything to say on the matter.  Lesser toxins and foul substances are harmless to a dwarf, and even more potent poisons struggle against their hardy substance.  This allows them to safely enjoy their natural sources of food (I may point out here that it is not so toxic to kill a man, but humans among dwarves may find their stomachs in distress for some time until they adjust).  Naturally, this also explains another of the dwarf's most obvious traits: love of drink.  All creatures that taste the sweet effects of alcohol seem to enjoy forever after its artificial euphoria; dwarves are certainly no exception.  However, their immensely sturdy livers, great muscular mass, and natural fortitude against toxins all combine to make intoxication a great challenge.  Dwarves thus must partake of far more alcohol to feel its effects, and can enjoy much stouter brews and spirits than men as a matter of course.

How is it, one may wonder, that dwarves seem so at ease deep underground?  How do they seem to know so innately whether their path is level or askew, and how is it they can reckon with startling precision their depth below the surface?  Furthermore, how is it they seem to have a supernatural knack for discovering mineral wealth of all kinds?  The answer is found deep within the dwarf's mind.  It is no sorcery, but rather a remarkable adaptation that is so minute, the dwarves themselves only recently (by their reckoning) managed to understand it.  It is said that dwarves have metal on the brain, and this lay statement finds itself in unusually close proximity to the truth.  Dwarves do in fact have quantities of that most uncanny substance, magnetite, within their brains.  Now, study has revealed that this alone is not something unusual: divination has shown that most creatures seem to possess trace amounts of this reactive ore within the confines of their heads as well.  It is the concentration that is unique.  Most sailors know that a needle of magnetite, suspended correctly and handled with care, will invariable show the way North.  However, the presence of certain other metals and as-yet-not-understood phenomena can alter the reading, though typically this can be avoided with simple enough precautions.  The dwarf brain thus acts like a masterful version of the crude compass of the sailing ship; just as men can, with practice, discern their direction and facing through no external observations dwarves can do so as well.  It also appears that they can detect not just the direction to North, but also their angle relative to it.  The difference between their current angle and the angle they find normal tells them how far above or below they are from that comfortable point of reference and thus, via some basic mathematics, a rough idea of their depth or height.  In a world with no stars to guide them, this skill must be honed to precision.  Thus, reckoning their depth and direction becomes second nature to a dwarf, which is no doubt what allows them to detect valuable lodes of ore.  The complex way the metal ores interfere with their sense of direction must surely make them aware of their close proximity to those precious stones.  It is said that dwarves can sniff out a vein of iron or gold, but the truth is that it is perceived and pursued in a process far more wondrous and awe-inspiring than crude odors could manage.

((Next post: Dwarven Culture))

917
DF General Discussion / Re: NY times article on DF
« on: July 25, 2011, 09:10:58 pm »
I found this interview on Boing Boing very interesting
I didn't.
It quickly devolved into: "This game Dwarf Fortress is really hard and boring, but wouldn't it be awesome if Minecraft had these features?"

You know, I really have tried not to arbitrarily hate Minecraft.  So far, I'm doing quite well.  The player base, though, is making that increasingly difficult.

918
DF Gameplay Questions / Re: Uniform color
« on: July 25, 2011, 01:20:46 pm »
It's purely for your own imagination.  If you outfit your entire guard with red cloaks, they look the same in game (clearly), but you as an overseer can picture them in their bold red cloaks.  It's really only utilized by more serious players with a knack for extreme micromanagement, since the only way to reliably dye a set of clothing involves a complicated working of stockpiles and hauling to ensure that JUST THE RIGHT dyes and clothes are at hand, and nothing else.

Presumably, Toady will add more detailed workshop orders (i.e., the ability to select certain items for certain jobs rather than the current "grab whatever is closest"), and this feature will be immensely more useful for players.

919
DF Dwarf Mode Discussion / Re: Atempting the "Cave Challenge"
« on: July 25, 2011, 10:44:15 am »
Tried a variation of this.  Fort was doing okay, but a forgotten beast with deadly dust came along through my herding pastures!  I panicked, but my guard animals managed to take it down, somehow.  I lost a few pets though, oh well.

920
DF Dwarf Mode Discussion / Re: House rules for difficulty
« on: July 25, 2011, 10:40:57 am »
I personally have no issue completely sealing my fortress off from the outside world (since that's what many places under siege did in times of old), but since I often play from an RP perspective, I can't just ignore the army forever and toss merchants or migrants to the wolves.  My dwarves would never simply turn their backs on their fellow dwarves or stout human allies and let them be torn to pieces.  Elves...elves are usually on their own.

In the event a caravan or migrant wave appears during a siege when I'm under lockdown, the gates are lowered and the army tries to break the siege rather than abandon the unfortunates to their fate.  This little side rule keeps it interesting; I know that my drawbridge is only a temporary defense at best.

"What about dead worlds where you don't get migrants or caravans?" you ask?  Well, I -could- stay locked up forever just fine.  I mean, if YOU were leading a tiny band of 20 survivors riding out the apocalypse, you'd probably hole yourself up somewhere secure and lock out the zombies or whatever as well.

921
Indeed, and although it doesn't answer the question directly, it looks like it is ok.

I'll send an email I suppose, and it looks like I'll get a positive answer.

Good first step.  The community will be much more supportive of your efforts, regardless of similarity or influence, if you do so with the Toad's blessing.

922
DF General Discussion / Re: NY times article on DF
« on: July 25, 2011, 10:33:34 am »
We really should do more to help new players, and spread the DF gospel. After all, every new player who stays is someone who might donate in the future, and Toady needs those donations for good old Doc. P.
There's not much more we can do. We offer plentiful help to anyone who posts a thread like this, and we've got plenty of documentation set up to answer FAQs. The only problem is that not everybody makes it to the forums or wiki before they give up in complete confusion.

Fortunately, the NY Times DID mention that the wiki is the game's only instruction manual.  Hopefully, interested parties will then google Dwarf Fortress Wiki (the magmawiki is a top result), and be alright.

923
DF General Discussion / Re: Viewing Source Code
« on: July 25, 2011, 03:04:39 am »
Hmmm. Perhaps a screenshot of a small part of the source-code could be an alternative to an art gift for people donating more than, say, $1000 in one year? Assuming said source code doesn't have similar properties to the Langford fractal basilisk by now, of course.

I don't actually want to see the code, I just agreed that it would probably be an amazing experience to get to see it.  Hell, the game itself is jaw-dropping, the stuff under the hood must be insane.

Maybe when DF hits 1.0 Toady might release the source code to the community to create mods and such, if he feels the game is truly complete and his work is finished.

....knowing Toady though, IF the game reaches 1.0 in the next few decades, he'll probably just be like "Alright, Dwarf Fortress is ready for beta testing.  While the community does that, I'd better get to work on this expansion pack Zach and I thought up over the past 17 years and bring the game to 1.3!"  And then we will wait another 10 years to play the alpha of the expansion:

Slaves to Armok: God of Blood
Chapter 2: Dwarf Fortress: Mines of the Elders

924
DF General Discussion / Re: NY times article on DF
« on: July 25, 2011, 02:58:20 am »
I found this comment on the article hilarious


"Why haven't Tarn and Zach developed an iPad version of Dwarf Fortress? The iPad has a huge game market, a big (enough) screen, and it's portable. I imagine Dwarf Fortress could be a popular game for (a specific niche of) commuters and travelers." -Christopher I recommend reading the comments at nyt's site.

Oh wow...that is ignorance in the extreme.  Although, I suppose an iPad version of DF would be nice, you know, if you felt like running a 1x1 embark for shits and giggles while at work, and didn't mind 1 to 3 FPS on a good day.  It would probably take 3 or so days to get through worldgen though.

Yeah, good for a laugh though.

925
DF Gameplay Questions / Re: Coming to an agreement on HFS (spoilers)
« on: July 24, 2011, 11:38:02 pm »
I understand being cagey about HFS, although when you're learning Dwarf Fortress, the wiki is so helpful it's hard to avoid spoilers (willpower-wise). I don't understand "cotton candy" and "clowns." The game itself spoils you there – you'll see references to adamantine and demons if you look in the right places, or if the demonic law-giver of the local goblins comes to play, etc. etc.

Eh, a demonic law-giver doesn't really PROVE there's a hell right under your feet.  After all, no one assumes that there's a dragon in the caverns just because a big cave seems ideal for a slumbering giant like that, and there isn't always one anyway.

All a demonic law giver proves is that demons exist, but the wheres and hows are still unknown.  The wiki is another matter entirely...I ruined the surprise myself because of an unbearable desire to scroll down and read the secrets.

926
DF General Discussion / Re: Viewing Source Code
« on: July 24, 2011, 11:32:06 pm »
extremely well written compared to the average.

There's a lot of evidence against this, especially Toady's own comments on the relative clarity of the code.  He's a math guy by trade, not a computer science guy.

That makes it all the more staggering given what the game can accomplish.  I would assume that Toady is merely being humble, but your statement implies there's OTHER evidence, so I'll take your word.

927
DF General Discussion / Re: Viewing Source Code
« on: July 24, 2011, 11:23:31 pm »
Toady hasn't released the source code because the game is pretty much his life's project.   Further, his livelihood depends on the game's donation model.  If spinoffs started popping up, his donations would decrease.

True, but I agree that it would be pretty amazing to get a peek under the hood.  I always knew Dwarf Fortress was complex, and even considered getting more into coding as a result, but in an odd twist the NY Times article put me right off that thought.

I mean, just the description of how powerful the game is was staggering, and I can't imagine that after a good decade of work the code is anything less than gargantuan and (given Tarn's clear affinity for mathematics and logic) extremely well written compared to the average.  No, best to sit back and enjoy what he's built, and maybe cobble together a mod to do what I want one day instead...

928
DF General Discussion / Re: Tarn's Thesis
« on: July 24, 2011, 11:20:13 pm »
http://math.stanford.edu/theses/tarn_thesis.pdf "Flat Chains in Banach Spaces"

I am not a person who thinks that genius should ever be measured with one sole trait, unlike my one friend who dismissed the entire field of biology being "a real science" because it "doesn't use math" - he then proceed to dismiss tons of other fields as "not real science", moving eventual into the social sciences like linguistics and psychology before I told him to shut up (and in my head, punched him in the face).

We already recognized Tarn as a genius because of our love of the complexity the game. Dwarf Fortress does not exist in a one-field vacuum, simply being an amazing coder does nothing if you have no idea of what to code. DF is an amalgam of sources scientific, historical, mythological, literary and so on. But reading his thesis (and by read I mean skim because I got 51 is grade 10 math and can barely multiply without using my fingers), it's really cool to see one aspect of his brain distilled - in this case his incredible facility with mathematics. I think we all ought to glance over this work of mind-numbing complexity and give thanks that Tarn chose aim his genius away from such academic work, where he would no doubt have prospered, and instead taken the time to bestow on us the amazing thing that is Dwarf Fortress.

Hear hear!  As someone who likewise turned away from a given career path to chase his dreams, I can say it's both truly rewarding and truly exasperating (especially with thoughts nagging at the back of your head about how you could succeed so much faster if you'd give up and go back to the other path), and I love this game so much, I'm glad Tarn chose to tough it out and build his life's work for us all to enjoy.

929
DF General Discussion / Re: NY times article on DF
« on: July 24, 2011, 11:17:34 pm »
In a DESPERATE effort to get this back on topic...
In other news, I had a crazy first today.  Today was the first time I brought up Dwarf Fortress in casual conversation with someone I hadn't already introduced to the game where they actually knew what I was talking about.  Turns out they read this article.

That is really cool to hear.  I knew the NY Times would be good exposure, but I figured this would be seen as some niche blurb that most people wouldn't read, or would skim over at best.  I think more exposure to this project is going to be good for it (more exposure means more potential players, which further means better chance of donations, which supports our local Toad), and it's exciting to see and hear about the effects of it.

930
DF Dwarf Mode Discussion / Re: oh...I've accidently built a schlong
« on: July 24, 2011, 11:05:11 pm »
A colossal dwarf statue that pees magma, cries water, defecates irritating nobles AND is lived-in by a couple-hundred dwarves.  Gentledwarves, we have truly designed the master dwarven construction that cannot be surpassed.  I may weep.

It's been done.

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