uh what should i pick? my friend kinda did this for me last time
[IMG]http://i.imgur.com/cgZ8TDz.png[/IMG]
Damn surface forts take forever to build.
I don't think this one's gonna last.
Next time I should remember to build a meeting hall and a food industry before moving immediately to the dwarven apartment tower. :v:
[QUOTE=Eeshton;39319712]uh what should i pick? my friend kinda did this for me last time
[IMG]http://i.imgur.com/cgZ8TDz.png[/IMG][/QUOTE]
The MAYDAY-CUSTOM and LAZY NEWB PACK start are both viable. I'd say the MAYDAY-CUSTOM would probably be more useful in a more temperate biome or a place with a fresh water supply, due to the fisherdwarf and the farm/cook, whereas the LAZY NEWB PACK starting package has more farmers and no fisherdwarves so it's more viable in less hospitable locations where farming's going to be your only food source.
[QUOTE=Eeshton;39319712]uh what should i pick? my friend kinda did this for me last time
[IMG]http://i.imgur.com/cgZ8TDz.png[/IMG][/QUOTE]
Personally, I always choose the DFVIDTUTS2011. Though the 2012 version may be better for newbies.
I have my own embark group similar to 2012; Two miners, one mason / field farmer, one woodcutter, one carpenter / crafter, a fisherman, and a brew / cook.
[QUOTE=Eeshton;39319712]uh what should i pick? my friend kinda did this for me last time
[IMG]http://i.imgur.com/cgZ8TDz.png[/IMG][/QUOTE]
Honestly up to you.
Most of the defaults should be pretty good, but it's pretty much down to personal choice.
If I was to suggest an easy generic embark, I'd normally look at:
- 1,5 miner,weaponsmith
- 1,5 miner, armoursmith
- 5,1 carpenter, woodcutter
- 5,2,1 farmer (grower), brewer, plant gatherer
- 5,2,1 cook, brewer, plant gatherer
- 5,5 mason, stonecrafter
- whatever you want on the last dwarf
As for items, one iron anvil, 10 plump helmet spawn and 5 of each other seed
Take 15-20 of each drink (so you have 80 as a start point, will last a few months) and maybe 5 stacks of 5 food. (e.g. 5 cat meat, 5 dog meat, 5 cow meat and so on)
Then you can buy 20 oak logs and 20 granite to bring along and 2 copper picks. You can bring a training axe instead of a copper axe if you want, for some reason a wooden training axe (built at a carpenter's shop) can cut down trees, and is made of one log.
As for animals, I'd suggest taking 6 turkey females and a turkey male, a few female dogs and a male dog, too. The turkeys can get you near infinite food (massively OP) and plants can make a huge amount of booze. Cooked meals actually make insanely good trade goods.
The miners can later be changed into blacksmiths as they'll have basic skills, in case you are unlucky with migration waves. I've probably missed out a load of stuff, but embark is pretty forgiving if you're in a nice place. Some people like to take something like 20 copper nuggets, 10 cassiterite and 10 bismuthinite and a load of bituminous coal and start up a major smithing operation making bismuth bronze, which can be quite fun. It won't affect you too much, so any of the basic ones should do by default.
Some of the more annoying things like gypsum plaster and bituminous coal are pretty good as they can be bought cheaply at embark, and at 3 embark points for roughly nine coke, bituminous coal is a really good way to start a smithing industry on the cheap, bring 100 of it and it'll last for ages, though it's far from guarenteed, as your home civilisation often doesn't have it.
[QUOTE=Terminutter;39319868]
- 1,5 miner,weaponsmith
- 1,5 miner, armoursmith
[/QUOTE]
I would not advise using miners that also do craft skills for the same reason you should probably disable hauling on them: they need to be mining, not wasting their time dragging shit around
Sucks to be you when your miners proc and you end up with legendary stonecrafters instead of glorious smiths!
A miner trains to legendary in a few months. Having the two miners trained as armour or weaponsmiths means that if they proc, they'll end up giving you a legendary weapon/armour smith. You'll have hundreds of miner candidates when you get your spring migration wave.
[url]http://dwarffortresswiki.org/index.php/Strange_mood#Eligibility[/url]
You can disable the weapon and armoursmiths until you get new miners, it's just a mathematically better choice to have the miners specialised as smiths. Hell, the safest thing to do is to actually have every non-craftsdwarf with a single point in a smithing if you want to maximise chance of a great smith.
Of course, it only works until they get their mining up to 5, after that they'll always go for a mason's shop.
[QUOTE=Eeshton;39319712]uh what should i pick? my friend kinda did this for me last time
[IMG]http://i.imgur.com/cgZ8TDz.png[/IMG][/QUOTE]
Knowing how to "Prepare for the journey carefully" can really help survivability.
What I'd suggest is to choose a preset, then while playing make notes on what could be improved, like a farmer instead of a fisherdwarf, or differing amounts of seeds and booze. Then, next fortress, make your own preset.
[QUOTE=Terminutter;39320034]Sucks to be you when your miners proc and you end up with legendary stonecrafters instead of glorious smiths!
A miner trains to legendary in a few months. Having the two miners trained as armour or weaponsmiths means that if they proc, they'll end up giving you a legendary weapon/armour smith. You'll have hundreds of miner candidates when you get your spring migration wave.
[url]http://dwarffortresswiki.org/index.php/Strange_mood#Eligibility[/url][/QUOTE]
their profession, provided you are mining, will end up being mining though.
[editline]22nd January 2013[/editline]
plus the type of artifact depends on their highest skill; unless they're a better armorcrafter than a legendary miner or whatever level miner they are which is probably not going to happen it'll be a miner related mood artifact
[QUOTE=Saza;39320108]their profession, provided you are mining, will end up being mining though.[/QUOTE]
Up until they gain 5 points in mining they'll stay a smith. Either way, miner is a junk profession, you can make nearly any dwarf a half decent miner, so it's a good way of storing potentially useful skills when you might not get lucky with migrants. The only actual benefit mining really gives now is the speed, since the drop rate of stones is fixed, a horde of miners pretty much works out the same as a few good miners, unless you're doing narrow designations.
And thus begins the adventure of Percival Dwarthingforth.
[QUOTE=Terminutter;39320133]Up until they gain 5 points in mining they'll stay a smith. Either way, miner is a junk profession, you can make nearly any dwarf a half decent miner, so it's a good way of storing potentially useful skills when you might not get lucky with migrants.[/QUOTE]
you can make anyone a metalworker (general term, not the actually profession) the same way you can make anyone a miner, really
and that really only helps if they get a mood before they become a miner (aka super quick or else)
[QUOTE=Saza;39320156]you can make anyone a metalworker (general term, not the actually profession) the same way you can make anyone a miner, really
and that really only helps if they get a mood before they become a miner (aka super quick or else)[/QUOTE]
Fair point, I just need an excuse to keep on spending those points on something other than an industrial amount of gypsum :v:
each player plays differently, though, and if that works for you then it's all good!
I mine the shit out fortresses so it'd be impractical for me.
Although that does raise a question, does anyone actually even bother taking dwarves with medical skills these days? I honestly can't see any reason to do so. If you're in the first year, your dwarves will be too busy to feed / water the injured, and if you're after a year, you should have found a migrant who is good enough at it, and your original doctor will be rusty.
[QUOTE=Terminutter;39320216]Although that does raise a question, does anyone actually even bother taking dwarves with medical skills these days? I honestly can't see any reason to do so. If you're in the first year, your dwarves will be too busy to feed / water the injured, and if you're after a year, you should have found a migrant who is good enough at it, and your original doctor will be rusty.[/QUOTE]
My first migrant wave, the one with the least useful physical skills becomes the doctor, skills or not.
I don't embark with any unless it's a sinister / terrifying biome, etc. because the chances of them being hurt is pretty slim.
One of my dwarves went off into a strange mood, took over a craft bench. The result was a bed.
Made of [I]cat bones[/I].
I can only assume it was either a tiny bed or a huge cat.
First mood in my fort was from my hunter dwarf, and he made a wood crown. Was worth 3k dwarf bucks
[QUOTE=Mr Shadyface;39320667]One of my dwarves went off into a strange mood, took over a craft bench. The result was a bed.
Made of [I]cat bones[/I].
I can only assume it was either a tiny bed or a huge cat.[/QUOTE]
Or a load of tiny cats?
[editline]22nd January 2013[/editline]
[IMG]http://i.imgur.com/VOTeKAI.png[/IMG]
JESUS CHRIST.
[QUOTE=Skwee;39319685]it turned into an olm woman and then walked off the map again... Dunno what an olm is, but alright i am fine with it going away.[/QUOTE]
I had a wererhinoceros come in my map once :v:, similar to what happened with you it just kinda quickly transformed back into something else and disappeared, I was so freaked out and trying desperately to get the fort prepared and then it just kinda left as quickly as it came.
[QUOTE=jackattack;39320912]Or a load of tiny cats?
[editline]22nd January 2013[/editline]
[IMG]http://i.imgur.com/VOTeKAI.png[/IMG]
JESUS CHRIST.[/QUOTE]
sigh.
[B]SIGH.[/B]
[QUOTE=Skwee;39320763]First mood in my fort was from my hunter dwarf, and he made a wood crown. Was worth 3k dwarf bucks[/QUOTE]
I just read that one of the "moods" involves a dwarf taking over a butchery, murdering someone and [I]making something out of their bones/skin.[/I]
And that's metal.
i [I]really[/I] need to update that god damn fix
[editline]22nd January 2013[/editline]
but the new version is coming up so soon, will update once it comes out
[QUOTE=Orkel;39321057]i [I]really[/I] need to update that god damn fix
[editline]22nd January 2013[/editline]
but the new version is coming up so soon, will update once it comes out[/QUOTE]
Do it
[B]NOW[/B]
Yeah I dunno, I imagine it's going to be another month or two at LEAST before we see this new update, unless I'm misinterpreting how much work Toady says he has left to do on it
How to I give the order the de construct existing skeletons? My bone crafter has gone off on one but cant get his hands on any bones and Id rather he didn't end up going mad and getting killed, seeing as how he's the basis of my economy.
Also, Is it possible to rename a fort? I think the fact that my main export is catbone beds and I feel the name should reflect that.
This dwarf has 19 cousins, along with about 40 other family members.
Totally legit and [I]totally isn't a vampire[/I]
Why can I fist open skulls as if they were butter?
[QUOTE=bisousbisous;39322353]Why can I fist open skulls as if they were butter?[/QUOTE]
Because they're not set up right. Orkel's fix is for them.
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