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Messages - Loam

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241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 24, 2018, 03:25:12 pm »
While we're on the subject, I learned something new (at least, new to me) about gods recently.

My civ lists six gods (actually all goddesses, which is neat). One of them is Muved, goddess of lust and depravity. Curiously, while the other five goddesses have ~30 worshipers each, Muved has none. None at all. In a fortress of 100+, 7 years in, no Muved worshipers.

So I checked Legends Viewer, using the advanced search to find every historical figure "related" to the six goddesses (i.e. their worshipers). Once again, Muved had no worshipers, while the other five all had at least some. This is over 200 years of history.

I checked further, looking through the gods of the human civ to our south. Two of their gods - a duck goddess of rainbows and misery, and a god of trickery, treachery, and lies - also had no worshipers. Casting about to other civs I found a goddess of theft, also unworshipped.

It appears, then, that god of certain (probably negative or "immoral") spheres won't be worshipped, either in worldgen or Fort Mode. In other words some gods are "recognized" who are not venerated, like evil gods in certain mythologies. I haven't tested this extensively, though - what spheres are excluded? Does it perhaps depend on ethics/values?


Oh, another thing about gods: the "forces" worshipped by Elves are based on the forest the civ is in, so two civs starting in the same forest region will worship the same force.

242
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 22, 2018, 06:46:11 pm »
Sounds like you're in a prime position to start a Dwarven Mental Health Center and Psychiatric Care Facility. He's clearly a very troubled individual.

He tantrummed again - punched a dog this time and toppled two forges. Got another beating and was sent to jail for two months.

Funnily enough, he's doing better now that he was before, and you know why? He feels "repentant" after being confined! It's a fairly strong stress-reliving emotion, and it's dropped him down from haggard to merely stressed. Apparently prison really can rehabilitate some folks...

Meanwhile I have another stressed dwarf - she was basically thrown in prison a week after she arrived for "violating a production order." Yeah, mayor... a production order you gave before she was even here.

243
Other Games / Re: Crusader Kings 2 is released.
« on: November 20, 2018, 06:30:59 pm »
Ah, I see. My mistake. When did that come in? I don't remember it from my most recent game... but then that was a few months ago.

Anyway, a standing army is still pretty fun.

244
Other Games / Re: Crusader Kings 2 is released.
« on: November 20, 2018, 03:42:01 pm »
In my Zoro Persia game I actually maxed the tax obligation, and used the money to field a standing army of retinues and mercenaries (with the Immortals thrown in for free, since I vassalized them). It got up to ~50,000 men, I think, and could easily have had more.

The main advantages of such a force are:
     1) as a standing army, you don't need to muster levies every time you declare war, and can strike at your opponents before they have a chance to muster;
     2) levies don't reinforce in the field - they have to be disbanded and re-raised. Mercs/Holy Orders/Retinues all reinforce, so losing men isn't as big of a deal.

Main drawbacks are 1) cost and 2) your vassals have more troops available to cause trouble with, but neither of these is hard to surmount.

About mercenary companies though: over time the companies "grow" to have more troops - so, in 867 the Turkoman Company has maybe ~1500 troops, but in 967 they'll have ~3000, and so on. BUT that only happens when they aren't raised - so periodically disbanding and re-hiring the mercenary companies is necessary. Again, no big problem if you can eat the cost.

245
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 20, 2018, 10:48:38 am »
Militia captain threw a tantrum and punched a woodworker. A lawdwarf found him in the tavern and delivered punishment:



She broke his ankle, but he's been fixed up with no lasting damage.

Mind you, this guy's a real jerk. He's the only stressed dwarf out of ~100 in a prospering fort, because he takes everything so seriously and doesn't let go of grievances. Gets caught in the rain - feels dejected. Can't make crafts - feels self-pity. Isn't wearing shoes (there are many shoes, btw) - feels ashamed. Gets beaten up - feels loathing. And the best one: gets "rescued" and is able to rest and recuperate after his injury - feels guilty. I need to find something to do with him, cause I don't think at this point I'll be able to de-stress him. Send him on raids and hope he dies gloriously, I guess.

246
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 06, 2018, 07:13:17 pm »
Fought through a vault full of humanoid jackal angels made of flame - so, basically a bunch of fiery Anubises. They were pretty easy to kill, as one hit to the upper body would destroy them, but every wound caused a large fiery explosion. I learned I had to dodge backwards as I struck, then jump away to avoid the flames, and even that sometimes didn't work. I almost died of blood loss toward the end, and wound up with all the fat melted off my torso and left thigh.

247
Well, the Saxons were supposedly so named for their characteristic weapon, the seax, a sort of dagger or short sword.

As a term for the Dwarven species, my vote is for arkim "race (i.e. group)," which is the closest I can find for "people." Individual civs of Dwarves should, as Cathar points out, have their own endonyms.

248
One of the companions I picked up, a human mercenary, told me about his two young cousins who had been snatched by goblins. They were siblings, children of the lady of a nearby hamlet. But I didn't think much of it at the time.

Later this companion died in an ill-fated assault on a dark pits. I bore his body and possessions to the surface and held a funeral ceremony, recounting stories of his life and tragic end. Then I set my sights on the dark fortress: stole in secretly, entered the citadel, and in the first level of the prison I found the two cousins of my late friend. We crept from the fortress and made our escape. I brought them back to their home; on entering the castle the children ran to their mother, who almost could not believe her eyes, and they embraced, tears streaming down joyful faces.

This was at the conclusion of many other adventures, during which I had lost many companions to dreadful foes, especially a bronze colossus. I divided all the treasure we'd claimed on our journey and gave equal portions to each survivor; several portions I donated to a local temple in memory of our lost friends.

249
DF Adventure Mode Discussion / Re: Are vampire cults still in the game?
« on: August 23, 2018, 10:37:57 am »
If his title was "leader/warlord/boss/chief etc." I'd expect he's just a criminal leader; his being a vampire would just be incidental.

Actual vampire cults, at least back in the day, were populated with ordinary peasants - farmers, fishermen, smiths and the like - not with soldiers. So if any of his followers had weapons, again I'd say crime boss.

250
DF Adventure Mode Discussion / Re: Are vampire cults still in the game?
« on: August 22, 2018, 05:25:59 pm »
I think they are. A while back in the current version I was looking around a world in Legends Viewer, and came across a human religion that was "dedicated to the worship of Name McName [a human vampire] as a god."

I, however, have not actually *seen* a cult in-game since .34. There never was much too them, though; just some random peasants who would stand around the lord's hall and attack you if you called out the vamp.

251
Yeah, I wasn't really advocating couplets -- they do sound a bit silly to the modern reader. While I personally love rhyme, for a long-form or epic poem blank verse is probably best.

Re: Magic -- I understand that your "Fate" isn't what is typically meant by the term (divine will etc.), but the invocation of some force/resource/impersonal entity (?) to help accomplish one's ends. In other words, a kind of magic. I guess my only problem with "schools" is that it implies study, which sort of supposes that magic can be understood analytically -- a position you seem to deny by saying "magic is a dangerous and uncertain bargain struck with unknown powers." That's just a semantic issue though, and isn't really important, especially at this stage.

I am very intrigued by this Fate-magic, especially in how it seems to want a balance of boon and curse. Reminds me a bit of the Pattern from Wheel of Time, or something like a controllable Tao. I think there's seed enough for an interesting story/stories right there.

BTW, I hope my comments are helpful and not annoying. As I said, it's hard to critique fantasy world-building, since it's such a personal thing: only the author knows what he/she wants the world to be like and do. My critiques are offered only as one person's immediate impressions of a subject about which he knows little.

ALSO BTW: have you read The Silmarillion by chance? It's been a while since I read it, but I think it has a bit more of Middle-earth Dwarven history.

252
[pedant]
A quick primer on using "archaic" language:

-st and -th are inflectional endings left over from Old English, for 2nd and 3rd person singular respectively:
I do    we do
thou dost     you do
he/she/it doth     they do

"Thou" is 2nd pers. sing. only (cognate with Latin tu, German du, Russian ty, etc.). "You" is normally 2nd pers. plural, but can also function as a polite/formal address to an individual. Contrary to popular belief "thou" is not the "formal" word, but the informal/familiar -- we only think it's formal because we only hear it in "formal" situations, like Shakespeare plays.
"Thee" is the oblique case of "thou" -- use it only where you would use "me," and use "thou" only where you would use "I." You can similarly use "ye" as an oblique of "you," but it's not necessary: you can just use "you" as in contemporary English.
The genitive case of "thou" is "thine"; this is used just like "mine" in contemporary English, as a standalone pronoun after a linking verb: "this book is mine / thine."
"Thy" is used like "my," as an adjective attached to a noun: "my book / thy book." But before vowels "thy/my" can become "thine/mine": mine eyes / thine eyes." Think of the difference between a and an.
"You/yours/your" are just as in contemporary English: "you" is nominative/oblique, "yours" is genitive (the book is yours), and "your" is an adjective (your book).

(you might notice I say "contemporary English" rather than "modern English." That's because this is Modern English, technically speaking -- English from the Modern period of history, which began ~1500. Strictly speaking it is "Early Modern English." It is not "Old English," which properly designates the language spoken by Anglo-Saxons prior to the Norman invasion, in which for instance Beowulf is composed.)
[/pedant]

As for the magic stuff: it sounds pretty neat so far, although it's hard to comment on someone else's worldbuilding without knowing the whole metaphysics behind it all. I'll only say for the moment that you might avoid using the terms "schools" (and maybe even "magic"), as it seems you're describing something much more fluid and hard-to-categorize. Which is good IMO: I like my magic mysterious and unexplained, rather than extensively categorized like a science. But that's me.

On the poem: well, you obviously know the scansion needs work. The best way to learn iambic pentameter in my experience is to read and watch a lot of Shakespeare. After a while it just comes naturally. Also, as an aside, the "typical" English epic verse uses couplets throughout -- but that is far from a hard-and-fast rule, since there isn't a lot of English epic verse. But Chaucer uses couplets in Canterbury Tales, Dryden used them in his Aeneid translation, and Tolkien in his Lay of Luthien, so there's some precedent for it. Something to consider.

253
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 08, 2018, 08:51:23 am »


Now there's a fight you don't see every day.

This happened on the outskirts of a large town (nowhere near the pole I might add). There were also a handful of "recruits" standing nearby, watching. After I had dealt with both foes, I talked to them: they said they were "soldiers" but none of them had any weapons or armor. I checked up on them in Legends, but (aside from the fact that three of them were closely related) there was nothing special about them. When I left town they followed me for a little ways before moving off to parts unknown.

Also, a discovery (for me at least) about identities: if you kill something/one (in my case a roc) while under an assumed name, and then later under your real name talk about it, no one attributes the kill to you. I told everyone that I had killed the roc, but no one greeted me as a legendary hero. However, when I told them that I had killed the above-mentioned night creature (which I did under my true name) they all called me "brave."

254
Increasing demon types allows more "unique demons" (i.e. historical figure demons) to generate; in the current version such demons are necessary for Dark Fortress civs to be placed at all, so if you cut back this number it will cut down the number of goblin civs that place, which should make them less of a threat.
If you want to keep dwarves alive, first thing is to cut down the number of FBs, as they only target dwarven sites. Unfortunately the only way to do this is to reduce cavern layers (I usually play with only 1 cavern), but I haven't noticed any downsides from this--in fact it might actually help FPS in a later fortress.
If you want to allow dwarves to start wars (and thus conquer other sites, improving their survival later on), you can change their ethic KILL_NEUTRAL to ACCEPTABLE. I think, actually, that any value "more acceptable" than ONLY_IF_SANCTIONED will work, but I haven't tested that.

As for myself, I haven't noticed goblins being a big threat in my worlds for several versions now. In fact I went out of my way to make them stronger, by making them breed faster and doubling the size of their trolls; only then did I ever see them conquering dwarf sites, and in general making a splash in the world. My problem is the damn elves wiping out humans all the time -- it's annoying how they dominate in worldgen when they're such pushovers in actual gameplay.

255
Creative Projects / Re: Conlang 2018: Dwarves Go Shopping for Words
« on: August 03, 2018, 01:12:32 pm »
I agree about the world-building, especially when language is concerned. I (jokingly) think linguistics has ruined fantasy for me: now when I see a bunch of made-up words or names with no history behind them, I groan. It's the attention to detail that makes a world feel believable, which is one reason why Middle-earth is so compelling.

On the other hand, if you're like me and can't be satisfied unless your world has not only a language, but a whole family of languages derived from a proto-language through regular and believable phonetic and semantic changes... well, you end up never getting around to world-building at all!

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