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Messages - Aquillion

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1276
DF Suggestions / Re: Idea: Temple "Workshop" and Priest Noble
« on: September 15, 2006, 12:35:00 am »
There's been considerable talk of Dwarven religions before; the big thread was here.  I don't like the version described above, though...  I'd like something more subtle.  Flashy, obvious magic and miracles (outside of perhaps their artifacts), ritual sacrifices, multiple gods, and other 'generic' Roguelike religion-implementations just don't strike me as the Dwarven way.  A priest might collect tithes and keep them in the temple, sure, but anyone who suggested deliberately sacrificing gold or destroying craftworks would get a Dwarven boot to the ass before they could blink.

For an alternative, I'll quote my ideas from that previous thread:

quote:
I think priests should have some 'mystical' effects, but they should be so subtle and slight that the player can't really be sure that they're there at all. For instance, undead might just shy away from a priest from time to time, and even demons might slow down a little bit as they charge one. Not enough to actually save them, of course, but the effect would be neat.
Later, if hauntings and so forth were brought in, a priest could help avert and dispel them. If a poltergeist took up residence in one of your rooms, a priest could run in to do the old bell-book-candle routine.

Priests could, in general, serve more as the player's way of fighting back a little against magic and magical creatures, rather than a way of using it themselves.

...oh, they would also have to attend to weddings and funerals, of course. That goes without saying. Having a skilled priest attend to a funeral might help reduce the unhappy thoughts associated with the death, the same way it helps people come to terms with it in the real world.

And they'd collect tithes. I would imagine any sort of dwarven religion would be big on tithes.

And mandate the creation of religious junk and the establishment of more temples. Although they might let you sell some of that junk if they think it'll earn them converts.

I don't think we need to be too specific about the religion's details... although for some reason when I think of dwarves, I'd expect their religion to be akin to Judism. Maybe it has to do with the beards. Lots of big sacred scrolls covered with religious text in an ancient language would fit dwarves, too. And Tolkien also had them mourning for their lost homeland.

Perhaps the noble who covers religion would just be a sort of high priest, and the player would have to assign other dwarves as lesser priests under them. When the high priest arrives, they'd bring with them a big sacred scroll which would form the center of the main temple the same way an anvil is brought in for your first forge; if anything happens to that scroll (like, say, water damage), every religious dwarf in your fortress would probably freak out. The death of the high priest would send them all into mourning, too.



1277
DF Suggestions / Re: Random events
« on: June 07, 2008, 03:07:00 am »
The animated dead one was already in the game (before it was publicly released, though.)  It was removed, because it was just a temporary hack until actual magic systems are in, with actual diplomacy systems with actual NPC wizards who will decide whether or not to curse you.

quote:
And not everything in this game is "meticulously simulated". Moods aren't, for example. You don't have a problem with that, do you? Sieges and migrants pop out of thin air. So do merchants and their pack animals. Wagons are spawned from nothingness as well. A lot of events in game right now "just suddenly" occur. It just does it in a way that doesn't break the illusion.
This is wrong.  Sieges, migrants, merchants, pack animals, and wagons pop out of the air as a temporary hack until a complete system behind them can be completed.

More than that, though, several of the things you've described are items that both can and will be simulated in detail in the future.  For instance, your "Divine brew", "Undead rising", and "Fairy blessings" events all touch on the magic and diplomacy arcs, which will detail the actions of such magical entities and how your fortress interacts with them.  Likewise, the Township and Rats events are supposed to be modelled in detail by the overland-travellers arc.

Most of the other things you've requested are present or implied in one bloat or another.  What I'm getting from your post is not so much 'Hey, I have some good suggestions!' but 'Hey, I'm tired of waiting for these things to be implemented in detail, so could you just throw in a quick hack that has them happening automagically?'

It's silly.  Gods will get the powers to produce divine brew when they get the rest of their powers; rats and wanderers will wander the land when everyone else is allowed to wander the land; and so on.

There are some things that are from our standpoint genuinely random, and a few things not worth modelling in detail.  But what you are suggesting here (basically, a Civilization / Master of Magic style "Hey, an Event(tm) has happened!" system) is anathema to the Dwarf Fortress way of doing things.  Lands should not suddenly and randomly become parched ("either due to your dependence on farming or the aridness of the land" -- you even admit it should have a reason, but you still ask for it to be stupidly random!); dwarves should not suddenly and randomly start reproducing faster; cravings should not mysteriously infect your entire fortress (not unless they're done by magic, which should wait until the magic arc and have a specific entity doing it.)

If you take care of your farmland, it will be fertile.  If you build over lava, you'll be at risk of eruptions and earthquakes from a properly-modelled system (which is not, contrary to what you've claimed, terribly difficult to do in a simple fashion); if you build in a stable place, you won't randomly suffer earthquakes at the same rate.  If you keep up good relations with your local wizards and gods, you won't be cursed; if you let them deteriorate, they'll be more common.  If you live next to dry grassland, then there is a risk of fire (and not otherwise)...  and so on.

Some things may have to be random, but whenever possible, there should be a reason for them; when genuinely random things have to go in, they should always be seen as a regrettable kludge, something to be minimized and avoided as much as possible.  Adding an entire system of random events as a "feature" is a terrible idea.


1278
DF Suggestions / Re: Alchemy: renewable resources
« on: June 11, 2008, 08:05:00 am »
quote:
Originally posted by Grek:
<STRONG>Dragon's blood should be blood out of a dragon as far as alchemy is concerned. Wizards might have something to do with the blood of magical animals, but alchemy doesn't. It should be about acids and explosives and extracting phosphorus from goat urine. Not mixing dragon's blood with newt's eyes and the galstone of a yak.

The nuclear fusion of a single milligram of hydrogen into helium yields approximately seven quintillion, eight hundred thirty-six quatillion, four hundred sixteen trillion, six hundred billion joules of energy. A log is alot more than 1 milligram in mass. Where is all that energy going? I'm ok with having magic turn one thing into another and explain away the mountain melting amounts of heat that would logically be released, but alchemy is not magical in nature. It's chemistry.</STRONG>


As I said, I strongly and completely disagree with the distinction you are making here.  There is no dividing line in the Dwarf Fortress universe between 'magic' and 'chemistry' at all.  None.  Zero.  Alchemists have no true concept of either; they understand neither the foundations of chemistry nor the foundations of magic.  An alchemist is merely someone stabbing around in the dark, nearly-blind, with a list of mixtures or procedures that he knows will cause certain results, and a vague (almost certainly wrong) set of theories that try to explain it.

If you mix sulfur, charcoal and potassium nitrate and light it on fire it will explode; if you mix dragon's blood, demon's fangs, and gnomeblight together, they will cause a thunderstorm, or turn lead to gold, or cause a thunderstorm.  Certainly, it may be that in the underlying metaphysics, one is relying on "chemical" laws and one is relying on "magical" laws.  The alchemist knows nothing about this.  As far as he's concerned, black powder is every bit as magical and natural as the solution of dragon's blood, and any stab-in-the-dark alchemic theories he proposes are likely to attempt to encompass both.

The alchemists of our world were obsessed with mysticism and the supernatural; they used a supernatural, 'magical' framework to try and understand everything they did, and sought to use alchemy as a spiritual medium, trying to contact deities and conjure up angels.

You seem to have mistaken "alchemist" for "chemist".  These are not people who know what they're doing.  These are people who conceal the very, very little amount they know (mostly rotes and formulas that themselves or others discovered by accident, with zero understanding of why they behave the way they do) under endless layers of absolutely absurd mystical theory.

Alchemy and magic are totally inextricable; indeed, the primary difference between alchemy and chemistry is mystical thinking.  What possible reason could you have to suggest that an alchemist would not experiment like mad with dragon's blood?

For that matter, as a scientist, how could you possibly suggest that a real-world chemist in the Dwarf Fortress world would not dutifully attempt to map the magical properties of dragon's blood, determining how they work, how they can be harnessed, and so forth?

I accept that science is outside the realm of magic; I do not accept (and I cannot see how any alchemist would, even if it cost him his life), in the Dwarf Fortress universe, that magic is outside the realm of science.  One of the most basic definitions of an alchemist is someone who approaches the mystical with a scientific eye; the only reason we have a distinction between this mysticism-oriented alchemical approach and true chemistry here is that, in our world, magic does not exist, making alchemy's efforts to understand the universe through a supernatural framework futile.  In a world where it did, though, it is absurd to suggest that any scientist, chemist, or alchemist would ever -- even for an instant -- be willing to accept to the slightest degree that magic is outside the scrutiny of science.  It would be akin to saying, in our world, that the sky and the clouds are beyond the eye of science -- it is not only flatly absurd, but insulting to anyone who has devoted their life to scientific study.

Now, they could be wrong, certainly.  It may be that in the Dwarf Fortress universe there are things that cannot be explained by reasoned observation and the scientific method.  (This would explain why alchemists would be so good at blowing themselves up, or causing other forms of trouble.)  And the few scraps an alchemist knows can't compare to the power of a wizard (whether that's innate or based on a wizard's far-more-advanced understanding of magic's theoretical underpinnings is an open question.)  But to suggest to an alchemist -- or a scientist -- that they should ever stop in the study of Dragon's Blood and say, "Here there is magic; my reason can go thus far, and no further" would be a deadly insult.

Why dragon's blood?  Why lead to gold?  Why does it do this and that, when both violate all natural laws?  For that you would have to understand the magical framework of the Dwarf Fortress universe; perhaps as gold is the king of metals, and dragons are the king of beasts, so can dragon's blood, properly-used, transmute lesser metals to greater.  Certainly it makes no sense by the chemical laws of our world, but alchemists in Dwarf Fortress don't know that; if anything, their understanding of those laws is going to be complicated by the existence of inextricable magical laws overlaying them.  The magical laws, needless to say, don't have to make any sense according to any others...  and with them there, no Dwarf Fortress alchemist has even the slightest hope of understanding the "pure" chemical laws of our world.  How could any Dwarf Fortress chemist ever propose the conservation of energy, for instance, if within their world there are formulae and clearly-observable, replicable phenomena that blatantly violate it?  How would you propose a Dwarf Fortress alchemist -- working with only experiments within the mixed, dual laws of their world, and without any knowledge that our separate magic-less world is even possible -- how would you propose they begin to work out which reactions are "magical" and which are purely "chemical?"

I submit that, at least if the Dwarf Fortress alchemists are anything like our own, that they have no chance at all (our real-world alchemists couldn't even distinguish between what was chemical and what was mythical, never mind the problems that having functional magic within your experiments would cause.)  Any theoretical framework that a Dwarf Fortress alchemist devises will therefore encompass both magic and chemistry equally, without distinguishing between the two.

[ June 11, 2008: Message edited by: Aquillion ]


1279
DF Suggestions / Re: Alchemy: renewable resources
« on: June 08, 2008, 06:04:00 am »
quote:
Originally posted by Grek:
<STRONG>I'm against any sort of alchemy that doesn't have a chemical backing behind it. Making wood into iron isn't physically possible, so it shouldn't happen unless you're using magic, in which case you could just magically make some iron appear out of thin air.</STRONG>
Not necessarily.  Remember, there are magical substances in the Dwarf Fortress world, too (and possibly also non-magical substances or laws that don't match what we have in our world -- but the distinction is unimportant, since to most inhabitants of the Dwarf Fortress world black powder is not going to be distinguishable from a magical blasting-powder anyway.)  Any Dwarf Fortress alchemy is unquestionably going to involve magical substances like Dragon's Blood and the extracts of fire lizards -- things with supernatural properties that do not necessarily follow our laws of physics.

For instance, basilisk's blood (or tears, or the humors of its eyes, or the ground feathers of a cockatrice) could be used to solidify organic materials and produce various stones or raw ores, with the type of stone produced dependant on the exact mixture and the organic material it is used upon.  This is "magical" in that it depends on a magical reagent and not on any chemical reaction that would make sense in our world, but it does follow logically from the magical properties that could be assumed for the substances involved.

Conversely to the above comment on black powder, actual Dwarf Fortress wizards (and alchemists themselves) might not consider such applications to be "true" magic, since from their standpoint you're just using the natural reactions of existing materials...  but the distinction doesn't really matter.

In any case, though, Dwarf Fortress does have at least a few materials whose properties are plainly magical (organic substances with vastly improbable resistance to heat, say, or extracts from magical creatures whose descriptions strongly imply that they continue to bear some of the originating creature's magical properties.)  In a world where dragon's blood is actually available, it seems silly to suggest that alchemists would not make heavy use of it...  or that it would not have any supernatural-seeming properties, whether you call them magical or not.

This leads to the conclusion that DF alchemists should be capable of, with the right materials, doing things that are flatly impossible using real-world chemistry, without having to draw on any magical abilities of their own (and, therefore, without having the option of simply summoning iron from nothing -- basilisk's blood may violate our laws of chemistry, but it isn't Aladdin's Genie, and does have rules you have to obey.)

[ June 08, 2008: Message edited by: Aquillion ]


1280
DF Suggestions / Re: Alchemy: renewable resources
« on: June 07, 2008, 03:11:00 am »
Technically, can't you get unlimited (obsidian) stone from magma?  At that point you have everything you need to survive.  You might fail some strange moods or requests, but you don't need all of them anyway.

1281
DF Suggestions / "Gather" jobs needlessly occupy a workshop's
« on: September 14, 2006, 06:51:00 pm »
I just noticed that the 'gather sand' option on my magma glassworks prevents anyone from using the workshop while the sand is being gathered.  This doesn't really make any sense...  the same is true, presumably, for all the other workshops with jobs involving gathering or doing something else entirely outside the workshop.

Maybe those jobs shouldn't occupy a workshop's time?  Maybe you should even be able to start them without having a workshop via the manager or something...  there's really no logical reason why you'd have to build a glassworks before you can start gathering sand.


1282
DF Suggestions / Re: Dynamite?
« on: September 14, 2006, 06:48:00 pm »
The main use I was thinking of for mining charges, actually, was for breaching the magma river safely...  when you start seeing lots of obsidian, plant a charge and have your dwarf sit somewhere with their fingers in their ears while they set it off.

1283
DF Suggestions / Re: Dynamite?
« on: September 14, 2006, 01:22:00 pm »
I had a more detailed idea for this.  I wouldn't call it dynamite, though.

Explosives would be created by the alchemist and could be used to make a number of things, like mechanisms.  In general, an explosion could have several effects, and all explosions would do at least a little of each of them.  These would include:

* Injuring or killing anyone caught in the explosion.

* Digging out cave areas quickly.

* Causing cave-ins, even in a narrow or normally well-supported cave.

* Destroying constructions, workshops, bridges, and objects lying on the floor.

Dwarves could specifically place explosives to try and emphasize one of these effects.  They could, say, plant explosives as a 'mining charge' to try and dig into the walls, a 'demolitions charge' to try and take out a bridge, or a 'collapsing charge' to try and knock down a tunnel.  All would use the same sort of explosives, but would used different options on the 'b'uild menu, in the same way that mechanisms can be built into many different kinds of traps.

These plantable explosives would probably be available from the 'traps and mechanisms' menu.

A placed explosive could have its 'fuse' timer set from its 'q' menu, and you could order a dwarf to manually start it from there...  but you could also do it by linking a mechanism to it, whether from a pressure-plate or a lever.

When an explosive's timer starts, all dwarves near it would have their jobs changed to 'Flee explosion', and would run for cover.

Explosives could sometimes be duds; the chance of this would be influenced by their quality.

An explosion could set off any other explosives in its area.  If lava or fire reached an explosive, it would go off immediately.  These things remain true even if the explosive hasn't been planted yet.

[ September 14, 2006: Message edited by: Aquillion ]


1284
DF Suggestions / Guard rooms.
« on: December 02, 2007, 02:35:00 pm »
One of the big problems with fortress defense right now is that it's very hard to keep military dwarves where you want them; even when set to carry their own food and drink, they always eventually wander of to get some more.

So, why not give us the option to set up Dungeon Keeper 2-style guard rooms?  Guard rooms are places where your military dwarves are required to stay on patrol.  They would contain beds, barrels of drinks, and food; other dwarves would keep them supplied via hauling tasks (and there could be options in the room for how much food and drink you want to keep there.)  Guards would even sleep there, so if there's an attack the guard on watch could wake them up and they can leap to defense quickly.  Dwarves will actively try to keep guard rooms manned at all times, even putting off sleeping, going off-duty, and so on if there's nobody else available to replace them (although of course this will make them uphappy.)  The player could also select whether they want a guard room to be manned by melee dwarves, ranged dwarves, or both.  Or even siege operators.


1285
DF Suggestions / Re: Ocean and sea ideas
« on: December 03, 2007, 07:53:00 pm »
quote:
Merfolk and Natives
The Merfolk would be an underwater civilization that build their buildings out of natural materials like coral and shells. They would show up occasionally to trade with you. Unlike the elves, they don't care if you cut down trees or kill the environment or anything like that. However, if you dump garbage into the ocean, they may get mad...
Hmm...  mermaid fortress!  You could build things out of coral and shells, harvest pearls...  grow seaweed for food.  It could be interesting, especially since your mermaids would be able to swim in three dimensions.

1286
DF Suggestions / Re: Workshop operation byproducts
« on: September 14, 2006, 01:11:00 pm »
Once rewalling is in, brewers can randomly offer dwarves casks of wine, then brick them into the store room.

1287
DF Suggestions / Re: stone beds
« on: December 03, 2007, 06:03:00 pm »
Also:  While not comfortable, sleeping in a chair is preferable to sleeping on the ground. Dwarves could do that if there's no other option available.  Obviously, it wouldn't make them happy; but it wouldn't make them as unhappy as sleeping on the floor, either.

1288
DF Suggestions / Re: stone beds
« on: December 02, 2007, 02:31:00 pm »
quote:
Originally posted by Tahin:
<STRONG>You know how dwarves will literally sleep anywhere until you get a barracks set up? Now imagine if all your important military dwarves did the same because you gave them bedrolls. I say we keep bedrolls on hold until dwarves are smart enough not to lie down and go to sleep in front of an approaching band of goblins. Assuming, that is, that goblins ever actually approach...</STRONG>
Well, that's easy enough to fix.  Just have them only sleep in the barracks as long as one exists, like now; the bedroll will just let them do so relatively happily as long as there's a bed.

There could also be a fortress-wide option to let them sleep anywhere...  maybe they could be taught to set up 'camps' and set one dwarf to keep watch while the others sleep, so he can wake them up if an enemy arrives.  That would certainly help defense.

Oh, I just had an idea for another thread:  Guard rooms.  But I'll post it there.


1289
DF Suggestions / Re: stone beds
« on: December 01, 2007, 06:10:00 pm »
I think bedrolls made from cloth or leather are a better idea.

A dwarf with a bedroll can sleep anywhere.  Military dwarves in particular need them.  A bedroll doesn't make a dwarf quite as happy as a real bedroom, but it's good enough.

Also, possibly make cloth or leather blankets.  For full happiness, a dwarf would need both a bed and a blanket.  With that, I could see stone beds being allowed -- stone beds would be less effective than wood ones, and almost ineffective without a blanket, whereas wooden beds could be used blanketless if necessary.

In general, cloth and leather are as hard or harder to produce in large quantities than wood, so bed solutions that depend on them would work.

Of course, high-quality blankets dyed in favorite colors could be used to raise happiness, too.


1290
DF Suggestions / Re: Practical uses for trade goods.
« on: December 03, 2007, 07:41:00 pm »
Maxenump Urst, Legendary Musician, has started playing a Masterwork symphony!
Maxenump Urst, Legendary Musician's masterwork symphony has finished.
Maxenump Urst is very unhappy.  He has suffered the travesty of art defacement lately.
Maxenump Urst has gone berserk!

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