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Messages - dmatter

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1
DF Dwarf Mode Discussion / Urist McFalcon, Captain of the Marksdwarves
« on: September 21, 2015, 12:44:55 pm »
In my most recent fort I managed to accidentally dig into the third cavern layer while setting up my magma forges. I, of course, checked u and noticed a voracious cave crawler. Crap. I went to work walling it up (I had already set up several forges and magma furnaces). However, before anyone could really get down there the cave crawler decided that my proficient weapon smith looked like a dwarven happy meal (which comes with a side of iron swords). Luckily my weapon smith was cowardly and ran away (into the cavern *facepalms*) and all that was left was Liu Qi, a marksdwarf I hadn't placed into an army quite yet. I set up a burrow in the stairwell leading to the magma forge area (I always set up doors and cage traps in advance), hoping they'd draw back and I'd be able to catch the cave crawler.

However, Liu Qi was having none of that. Urist McDiesPainfully decided he was going to fist fight the cave crawler, mumbling something about "Show me your moves." I just shrugged and figured the poor stupid fellow was dead, but as I watched the fight unfold Liu Qi just kept dodging. Liu Qi Captain Falcon managed to eventually hit the cave crawler in the head, bruising the brain :o. I'm now tempted to put Captain Falcon into his/her own squad, and send them out to any conflict just cause I can. Goblin siege? Captain Falcon. Forgotten Beast? Captain  Falcon. Only problem is that the war dogs might confuse him with an animal person and then all my war dogs will be dead  :-\ .

2
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: September 02, 2015, 09:38:31 am »
Granted. Everything loves you, but only as concept. Everyone actually hates spending time with you or talking to you. A few don't mind stalking you or doxing you though, for what that's worth. Animals might stare from a distance, but they won't approach even if they're domesticated.

I wish more people escaped the existential singularity.

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Forum Games and Roleplaying / Re: Corrupt a wish!
« on: September 01, 2015, 11:21:47 pm »
Does anyone else think we should have some sort of rubric here for how good the corruptions are? IE, how much did you corrupt the person's wish, how creative was the corruption ultimately, and how many lines did you use to do so?

IE, if I wish for ramen, then having it dumped, boiling hot on my head, would score pretty low (out of a 1-5 score, probably 1, 1, 5). On the other hand if the ramen becomes sentient, and kills my family right before my very own eyes before becoming a normal bowl of soup again, might rank a bit more of a medium score (I'd say about 3, 3, 4). Thoughts?

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Forum Games and Roleplaying / Re: Corrupt a wish!
« on: September 01, 2015, 10:48:39 pm »
Granted. The big dictionary only contains words from non-standard English dialects, but doesn't say where they come from specifically.

I wish that every door was blue.



5
NECROED!

2070: You have started a stone collection, which is largely composed of materials you like to build with in DF.
You keep this stone collection around your computer. (semi-guility)

2071: Said stone collection is actually your computer case and it is magma safe.

2072: All of your dwarves have nicknames that make them into flash cards. IE, Cao Cao, 175, 220, Battle of Chibi, etc. Sub-sgin, you've had whole fortresses running around with names like Iddingsite or (Fe+2,Mg+2)2Si04. (guility)

2073: Same as above, but you've utilized nicknames relating back to profession and Dwarf Fortress (this is much harder than it seems). IE, a carpenter might end up with the name 'prosopis' while a mason would probably get Iddingsite.

2074: You are saddened when a dwarf that you haven't gotten around to naming dies. This is mostly because when you obsessively look at their grave, lamenting how horrible you are at keeping these guys alive, that the dead dwarf isn't operating as a flash card. Ironically, you would probably visit the grave less if you got around to naming that one.

2075: You've actively researched how to start farming mushrooms and done so, but because you're a dabbling grower, what you harvest manages to make you sick. (semi-guility)

6
DF General Discussion / Re: Future of the Fortress
« on: April 02, 2015, 06:42:54 am »
I can actually attest to the fact that national anthems, as we know of them, did not come about before the 1400s. That was part of the nationalism package (which didn't really start until the 18th to 19th century I do believe). If you wiki it, you'll find a few national anthems may have been around earlier than that period, but weren't adopted as such until well after the date they were written (1900s for most in that category). Then again, most of our language oriented critters are a bit odd since they're all speaking one big happy dialect/language. Italy didn't even have 'one language' all the way up to the early 1900s and it was in the midst of the nation-state building project (most provinces had their own dialect, which may or may not have been romantic in origin).

While I'm on this sort of topic, the printing press was invented in China around (according to Wikipedia) 1041 to 1048 and seems to have been perfected in Korea. So, we could have printing presses in DF without it violating the soft 1400s issue.

Anywho, on to my !!!questions!!! (some of which might be answered):

1) Do you plan on having the number of philosophers/schools of thought vary depending on societal phenomena? IE,  can we expect to see things like an influx of philosophers during prolonged periods of war, sort of like the Axial age?

2) Someone mentioned Alexandria earlier. Which made me think of an article I read that talked about how most of Alexandria's knowledge was lost before it was burnt down. As such, are we going to eventually see certain historical figures implementing policies that erode the knowledge base? IE, such as cutting funding to maintaining libraries (and their books) and possibly even cutting academics. I'd also ask about (ideological) cronyism but that is probably so far down the road it isn't even worth asking about at this point.

Additionally, how are books going to be impacted by wear in fort mode? Is there going to be to a book maintenance labor, or, le gasp, a new sort of noble dealing exclusively with books and book maintenance?

3) There was also mention of forts within cities in the last set of questions, which makes me wonder will we (eventually) see boulevard sort of phenomena? IE, civ leaders demanding that large sections of walls be torn down and remain so for some cities/forts within cities? Or that a certain tile path always remain open to the 'heart' of a fort in fortress mode?

7
DF Suggestions / Re: Polygamy
« on: January 08, 2015, 10:15:19 am »
Ugh. Getting through those six pages was hell guys. For starters, I want to point something out before I get into real life examples. And that is: Small scale societies tend not to control their populations via fighting and infanticide. The tendency, as I understand it, is they use out-migrations and settle new areas. This makes sense since any amount of serious fighting would leave their small scale economies completely devastated (and cause villages to dissolve). They tend to use relationships, debt, and credit to form exchanges. There's a few exceptions, such as the Yanomami, but even they tend not to be as violent as some author's describe them. *gets off of soap box and returns to topic*

Okay . . . You have several real life models to pull from for polygamy.

There's the Tibetan system, where you have one woman marrying multiple men. Usually brothers and the stated 'reason' (by ethnographers, I believe) is to keep land ownership in the family. So, infrastructure and the environment can have an impact on these types of social relationships, this could help 'inform' world gen (obviously historical contexts of civs are important as well).

On the other hand, you have polygamy where powerful actors tend to marry multiple wives and have concubines *cough* Cao Cao *cough*, but your average Joe only marries one woman.

You have the Canella, where when you marry into a family you are considered the 'husband' of all of her sisters as well (and their husbands are considered your wife's 'husband'). A bit interesting because that seems to radiate out and include all of the cousins (and their husbands) on the mother's side. Then again, I do believe that it is a matrilineal society.

There's also the case of Brazilian travesti, though they might be more polyamorous. They tend to have one boyfriend while having many clients. The material and social exchanges are interesting in that case. If prostitution ever makes it into the game it might be worth taking a look at how real life prostitutes juggle their social and intimate relationships. Quite a few women-men from American Indian traditions tended to be polyamorous as well though you did have monogamous pairings too.

There's also the Bedouins described by Abu-Lilu Lughod. Polygamy is common and the preference is to marry first cousins (first wife is usually a first cousin). This preference is due to the fact that a wife can leave at any time (though she can't take the kids), so first cousins tend to be trusted more. At least, that was my understanding.

Essentially, anything we can imagine plus some in nearly any context arranged in any fashion. Our little dwarves are based on Homo sapiens and we are adaptable as I'll get out.* Hell, there's no reason why you couldn't have 'homosexual' incestuous polygamy as the standard and once every five years there is a wife/husband exchange across families in order for pregnancies to happen. Though, I would recommend a reading of Vincanne Adams et al "Sex and Development" since Adams makes the case that sexuality is a new phenomena and the behaviors, feelings, etc that we proscribe to specific sexualities are not as hardcoded (socially) as we make them out to be. That is, sexuality is a recent phenomena. This seems to be the case in non-Western societies (and this really opens up the sorts of marriage arrangements we can see).

Oh, and I nearly forgot to point this out, matrilineal societies, from what I've read, also tended to be monogamous (the Canella are an exception). I haven't heard of many that were polygamous or polyamorous. The Iroquois, for instance, were matrilineal and monogamous. Most American Indian tribes that are matrilineal that I've read about tended to be monogamous. This isn't to say this is the 'natural' course, just with most of the cases that I'm familiar with, this is the case. Anyone claiming differently please include specific examples. Throwing around assertions with nothing to back them is, well, it is counter-productive d*** it.

*There is even cases of multilingual exogamy (AKA, you can't marry someone who's first language is the same as your own).

8
DF Suggestions / Re: Trade Goods In A Historic Context
« on: January 08, 2015, 09:04:43 am »
I was just about to post something about the idea of in Fort exchanges being run on debt/credit instead of using money (while military/trade were carried out via coinage). I think it would be a far superior option to what is being considered right now both for realism and fun (and !fun!). It would also be interesting if ideas such as jubilees, dwarf debt migrations, and other concepts regarding feudal credit/debt systems were brought in.

If anyone's curious about the topic here's a YouTube video of David Graeber talking about the history of debt:
https://www.youtube.com/watch?v=CZIINXhGDcs

9
Huh, that's some weird pathing right there. That would explain how all those crundles are getting into my fort.

Dwarf bug logic is always !!fun!! (part of the reason I play this game). Though it could be considered a feature instead of a bug since things will path through diagonal spaces on the same Z-level. It only makes sense that the same principle should or could be applied across Z levels for climbers and/or fliers. Though, since a down/up-down staircase doesn't reveal the tiles adjacent to the tile below upon completion I would say it clearly isn't intended.

10
It doesn't matter what is above that staircase.  The GCS is pathing downward diagonally to the highlighted square.

Because of the bug in climbing pathing, the GCS can pass downward diagonally into that square from the up/down staircase on the level above it.

In the save you posted, that square is not blocked from the goofy climb pathing.

OOOOoohhhhhh. I was so busy looking at what it could gain access to via climbing up that I stopped looking at what it could gain access to below. You, sir/madam, win an *<<*imaginary cookie roast*>>*. It is adorned with spikes.

11
Pretty sure I found your hole.

This staircase:

Spoiler (click to show/hide)

Is diagonally adacent to this tile on the level below:

Spoiler (click to show/hide)

That creates a path into your fort for climbers.  Plop a wall there and you should be good.

It is already sealed. The Z-level above has an up staircase. I could be wrong, but that should act as a solid floor.

12
Thanks everybody for the replies! I did not realize the info on walled off stairwells+open spaces below the points diagonal to them (though it does make some sense to me). I went back through the fort to check and didn't see any points of entry. I'll go back through just to make sure though.

Here is the file upload: http://dffd.wimbli.com/file.php?id=10086 (internet was slow and stupid Thursday, so it had to wait until today).

13
I've already done the wall test and there are no points for the GCS to walk in, however the GCS is a legendary climber. Anywhere, that's accessible by climbing they could easily get in, and I don't believe the wall test could account for that (arena testing proves that they're more than happy to climb over a wall to kill a target).

My old save is too old to use. The GCS must have spawned after the season changed and shortly there after pathed into my fort (assuming that it wasn't a result of bugginess). I can, however, cheat and go off of the old save while I try and figure it out. Which is fine. I'd rather preserve the 'crime scene' and figure out just how the GCS got into my fort.

And I would have uploaded the save right off the bat, except I don't know how to upload it on here. Do I go through a third party website to post it or am I missing something on these forums?

14
I was playing a fairly good fort when suddenly, out of nowhere, a giant cave spider managed to path into my fort. The weird thing is that I have no points of entry into the caverns. As far as I can tell there is no way to walk, crawl, jump, or climb into my fortress from the caverns. I was lucky in that one of my soldiers had managed to wander down to change out his equipment and 'announced' that he was unable to complete the task due to the GCS. Either I'm missing something or giant cave spiders can now warp into a fort.* My guess is I'm missing something, but I can't figure out what. From the caverns my fort is sealed tight.

What is truly hilarious though is that my soldier didn't kill the GCS, it was my surgeon that took it down. Punched it straight in the brainses (I am renaming him to Captain Falcon).

*They must have made contact with those darn dirty space elves, "Live long and kill the dwarves," I heard it say.

15
DF General Discussion / Re: Future of the Fortress
« on: November 21, 2013, 07:13:31 pm »
Toady, thank you for your reply. Happy to see that it got a reply, though I don't really feel like my question was answered.

What my original question boils down to is: Do you plan on, way down the road, implementing things like cultural marriage preferences/requirements where, for instance, a dwarf has to marry another dwarf that doesn't even speak the same language, potentially from another city/fort?

Speaking of which, another question came to mind: Once you get to the hill dwarves do you plan on having cultural variation within civs?  * Since dwarven society (and most of the df societies in general) seem to be feudal systems I imagine there might be a significant amount of cultural and linguistic variance between forts/settlements/cities within a civ.

*Both of my questions might be looking too far ahead. If so, no worries.

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