• Dwarf Fortress - That new fortress smell.
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1. Miner + Mason 2. Miner + Mason 3. Woodcutter + Carpenter 4. Woodcutter + Carpenter 5. Stonecrafting + Bonecrafting + Stone Smoothing (engraving) 6. Cook + Brewer + Farmer + Herbalist 7. Diplomat (All the necessary trade skills) 1 point to each skill Assign all the other necessary jobs later on, such as tannery + butchery on the diplomat guy, smelting on a mason, and so forth. 1 cat, a fuckload of dogs, some geese/turkeys/chickens, 2 pickaxes, 2 axes, anvil, loads of seed, food and drink. I recommend you to bring a lot of dogs, since early on you don't have the luxury of having dwarves drafted and you still need some protection. 8 dogs (4 of both sexes) should be enough, train them into war dogs and any pesky thieves will be kept out. After a while these dogs start to breed pretty quick as well, which leads to the fort having an abudance of dogs. Excess ones can be slaughtered, and whichever you need can be trained into wardogs. Get only 1 cat, if they adopt someone you can't slaughter them. Catsplosion is terrifying for your framerate, and while hacing 50 cats caged is not as big of a deal as having 50 cats running around, those 50 caged ones still slow down the game. Which is also why unecessary junk should be atom-smashed with a drawbridge. No trace will be left. [B]New players should get free barrels with this trick[/B]: Each barrel can hold up to 10 units of food or 5 units of drink, any more than that will require more barrels. The game gives you free barrels so your drinks won't be in puddles, and you can take advantage of this to get a few extra barrels. If you have 1 Prepared Cat Brain, it will be stored inside of 1 barrel. If you have 8 of these Cat Brains, you still get only 1 barrel. If you have 11 cat brains, you have 2 free barrels. So if you get 1 Cat brain, 1 Fly brain, 1 cat spleen, and so forth, you only pay 2 starting coins/currency (?) but you get a free barrel for each. Which means instead of getting 50 of same type of food (which would give you only 5 barrels) get 50 of different types of foods and you get 50 barrels. Drinks work the same but instead of 10 it goes with 5. So if you have 50 drinks, make it 51 or 56. A barrel or two might not sound like much, but it is 1 free stone/log you can spend on something else. When you get 200 types of foods, you get 200 barrels. And that starts to count.
Miner Miner Woodcutter/carpenter/wood burner/wood crafter Mason/engraver/metal crafter/stone crafter/bone carver Building designer/weaponsmith/armorsmith/metalsmith/mechanic Miller/thresher/grower/herbalist/butcher/tanner Brewer/cook/appraiser/organizer/record keeper/leader One male dog, one female dog, two male cats, six female turkeys and one male turkey. Two copper picks and one copper battleaxe. The rest goes into supplies.
I usually go for Miner + Weaponsmith Miner + Armorer Carpenter + Woodcrafter Mason + Stonecrafter Planter + Brewer 5 Doctor Skills + Appraiser Woodcutter + Plant Gatherer 2 male 2 female dogs standard food and seeds anvil 2 Picks 1 Wooden Training Axe Turkeys Depending on how much I have left I get farm animals to set up the animal industry, if I can get an iron anvil over a steel one I get more animals. I never get none of the extra stuff like leather and cloth, splits and crutches, I just make those things as I need them. If I do a more dangerous embark I drop both the miners and get a hammer dorf with a hammer and shield and I get a weaponsmith + armor smith and enable mining on him when I embark.
1. Miner/Trader 2. Miner/Mason 3. Carpenter/Weaponsmith 4. Carpenter/Armorer 5. Cook/Brewer 6. Grower/Lumberjack 7. Miner/Situational trade
More questions for y'all When you guys start a new fort what do y'all generally do to start out? A numbered list of priorities would be good
1. Alcohol 2. ???? 3.
Relocating everything to where I'm going to build my fort while having my miners mining out the farm area and bed rooms. Having my woodcutter clear cut the forest. Setting up farms. Setting up bed rooms. Getting workshops built. After I'm settled I try to get a wall up if I'm building a castle and then my drawbridge while also setting up my military.
Upside to Kobold Camp: Kobolds drink water; booze is a luxury they just like having. Downside to Kobold Camp: Lack of stone means relying on wooden barrels, also food-alanche. I've got over 700 raw fish and 900 prepared meals. Since I can't dig through stone, I just have two massive general stockpiles. My food is taking up massive amounts of space.
1. Assign all the other jobs that weren't assigned during the preparation 2. Set the woodcutters to hack down the entire forest, and set a medium plant collection site. The plants probably give you some berries and similar stuff which can be brewed. You can also farm these in overground farm plots. The forests regrow over time so it is best to get all the wood early on you can get. No harm cutting them down. Also, make sure to set your seeds to not to be used for cooking. When you cook stuff you want to cook actual food and not seeds. I usually allow all the seeds to be brewed and planted, but plump helmets only to be planted and not brewed. 3. Make a zone for the animals. Horses and such will need to eat and you want to keep them alive for breeding, or unti lthe moment you butcher them. 4. Probably a good time to make some stockpiles. Locate a good place for the fort entrance. Dig a basic entrance where you can store stuff so animals won't steal them. Also, food rots if it isn't on a stockpile. I usually make a 5 block wide tunnel which is somewhere from 10-30 blocks deep maybe. This allows a big food stockpile to be made. No need to leave empty room yet, dwarves can walk over those barrels. Designate other stockpiles as well, these can be left outside. Wood, stone, furniture, finished goods and so on. 5. Dig farms into the soil. No irrigation is required if you build on soil. After digging the farms, make a bunch of plots and start farming all kinds of things. 6. Make a bunch of useful workshops. Set a small 2x2 or 3x3 stockpile next to each one (wood stockpiles next to carpenter'r workshops and so on) 7. Start making beds, doors, tables, chairs, stonecrafts and so on. Build a basic dormitory with several beds next to each other. Keeps them happier than sleeping on ground, and any possible vampire immigrants can be caught this way. 8. Trade Depot. Make sure you have shit to sell. 9. Look through the mountain walls to see if there are gemstones, coal or useful ore veins visible. Mine them if there are. If there are gemstones, make a jeweler's shop and have them be cut. 10. Start digging the fort; Up until now, the dwarves have mostly lived outside. 11. Make some bigass "warehouse"-like rooms which will be completely filled with stockpiles. No need to´make dozens of stockpiles for same things, when you can just have one gigantic one. Digging these also gives loads of stone. 12. Probably set up a dump and a refuse stockpile because I forgot to do this earlier. 13. See where it goes from here on out.
[QUOTE=Darkne55;39276215]nope, only thing you can play is adventure mode as a goblin or kobold :v gonna try to fix that by lowering the cave number so they can survive (at least a little)[/QUOTE] okay this is my new map [thumb]http://i.imgur.com/uubSUA1.png[/thumb] humanity has been completely eradicated elves are a mere memory and have been chained deep underground for the enjoyment of tentacle demons dwarves, the only surviving race, cling to a lonely neutral mountain range in the north while fighting off endless seas of demons, kobolds, goblins, and other nightmares by the way don't be fooled by all the pink, all of it is Terrifying
Sure seems like Warhammer Fantasy, to me.
[QUOTE=Jmir 54;39287212]More questions for y'all When you guys start a new fort what do y'all generally do to start out? A numbered list of priorities would be good[/QUOTE] 1. beehives 2. beehives 3. clay
[QUOTE=Umbra Fidelis;39280224]Tried to do a circle layout of rooms for the original dwarves and nobles: [t]http://i50.tinypic.com/1exheh.jpg[/t] I think it went pretty well.[/QUOTE] I decided to take this entire concept to my fort. All circles/curves. It's coming along pretty well, design wise.
[QUOTE=Darkne55;39287405]okay this is my new map [thumb]http://i.imgur.com/uubSUA1.png[/thumb] humanity has been completely eradicated elves are a mere memory and have been chained deep underground for the enjoyment of tentacle demons dwarves, the only surviving race, cling to a lonely neutral mountain range in the north while fighting off endless seas of demons, kobolds, goblins, and other nightmares by the way don't be fooled by all the pink, all of it is Terrifying[/QUOTE]I demand to know how you genned a world this AWESOME.
A necromancer walked by my fort today. He raised skeleton of something that I'm pretty sure is still out there, and that long-dead ogre's head - actually skull, at this point. I rallied my (pathetic) military to deal with the ogre head. They decided to go at it one at a time. As it turns out, zombie ogre skulls are extremely difficult to even hit. I lost two kobolds, three dogs and a coral snake I was going to butcher anyway. A number of other kobolds and dogs have injuries, mostly missing left feet - and in one case a missing left arm. That ogre [i]really[/i] hated left things.
A Minotaur came and only a single hammerdwarf, too stupid to get inside was left to fight it. He started the battle by punching it in the face, then proceeded to dodge-roll around like sonic. Eventually he counterstriked beating it in the leg and knocking it out, then smashing its bull skull in. [t]http://i.imgur.com/K2tzCMt.jpg[/t] And for that, he was given the name Kumil Bowelbronze the Watchful Skunk. Truly legendary fighter dwarfs are the greatest asset.
By the way, it's not dead. I managed to trick it into a cage trap. Disposal is not going to be enjoyable. [editline]20th January 2013[/editline] Fuck, automerge.
Two goblin snatchers managed to walk into the cage traps I left strewn about the map, anyone have any suggestions for humorous things to do with them? Preferably ones where the goblins survive
[QUOTE=yjhghtfh;39287708]Two goblin snatchers managed to walk into the cage traps I left strewn about the map, anyone have any suggestions for humorous things to do with them? Preferably ones where the goblins survive[/QUOTE] Capture wild animals Put them in an arena
[QUOTE=Lijitsu;39287684]By the way, it's not dead. I managed to trick it into a cage trap. Disposal is not going to be enjoyable. [editline]20th January 2013[/editline] Fuck, automerge.[/QUOTE] Atom smasher... use it to torture captives in an arena... Magma bath... Make a pit of water and just dump him in it for shits... Actually, building on that last one. In your dining hall or some other public area, make a glass case and fill it with water, and then dump him in there. Giant glass aquarium for your ogre skull.
[QUOTE=Lijitsu;39287681]A necromancer walked by my fort today. He raised skeleton of something that I'm pretty sure is still out there, and that long-dead ogre's head - actually skull, at this point. I rallied my (pathetic) military to deal with the ogre head. They decided to go at it one at a time. As it turns out, zombie ogre skulls are extremely difficult to even hit. I lost two kobolds, three dogs and a coral snake I was going to butcher anyway. A number of other kobolds and dogs have injuries, mostly missing left feet - and in one case a missing left arm. That ogre [i]really[/i] hated left things.[/QUOTE] The reason they couldn't kill it is because it bit off their kicking and stomping feet, and they can't very well stamp it with only one foot left.
[QUOTE=yjhghtfh;39287708]Two goblin snatchers managed to walk into the cage traps I left strewn about the map, anyone have any suggestions for humorous things to do with them? Preferably ones where the goblins survive[/QUOTE] drop them into hell
Well, playing as kobolds keeps me from mining. I can dig through soil just fine, but I can't cut through stone. So magma is out, and I've always been leery about atom smashing. I don't know how to exactly facilitate it. Space is limited, so I probably won't have an arena at all. I was considering building a 15 z-level hollow tower with a pit at the top so I could just explode the fucker, but I rather like the glass case idea.
[QUOTE=Lijitsu;39287681]A necromancer walked by my fort today. He raised skeleton of something that I'm pretty sure is still out there, and that long-dead ogre's head - actually skull, at this point. I rallied my (pathetic) military to deal with the ogre head. They decided to go at it one at a time. As it turns out, zombie ogre skulls are extremely difficult to even hit. I lost two kobolds, three dogs and a coral snake I was going to butcher anyway. A number of other kobolds and dogs have injuries, mostly missing left feet - and in one case a missing left arm. That ogre [i]really[/i] hated left things.[/QUOTE] Kobolds seem to be incredibly adept at only one thing; losing their limbs.
Than one day another necromancer will come and than your next generation of kobolds will know the horror that is the deadly game of 'undead ogre skull soccer.' [editline]20th January 2013[/editline] oh wait it's still 'alive'. won't it scare the fuck outta your dudes in a glass box?
[QUOTE=JoeSibilant;39287499]I demand to know how you genned a world this AWESOME.[/QUOTE] [url]http://dffd.wimbli.com/file.php?id=2354[/url] I modified my world gen for the first one but I used this program for the one you quoted It's useful for making a world with features you want like pangaea surrounded by water if you want to make a pure evil world put all the Good Square Counts to 0 and make the evil square counts like quadruple what they normally are (still messing around with the numbers, because if you put it too high it makes an error on worldgen that says there are too many subregions)
[QUOTE=Darkne55;39287405]...elves are a mere memory and have been chained deep underground for the enjoyment of tentacle demons... by the way don't be fooled by all the pink, all of it is Terrifying[/QUOTE] I've seen this manga before...
[QUOTE=G-Strogg;39282932]Is there something wrong with my world gen? Several worlds i've generated have come up completely empty on flux stone.[/QUOTE] Just dig. Been in plenty of embarks where it said nothing about flux stone, but it was full of it.
What's the name of that cutesy tileset? It seems pretty much a must for running a Cutebold Camp.
I assume you're talking about Jolly Bastion? The sort of cartoony one?
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