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Editing v0.31 Talk:Bentgirder

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==Bentgirder 3.0==
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The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0
 
 
While the old save file can be loaded in the most resent Dwarf Fortress, I have my doubts about using such an old save. There may be unforeseen glitches, and I don't want to inflict that on a new player. We need a whole new world for Bentgirder. In fact, I think we need a lot of new worlds. For that, I need help. Here's what to do:
 
 
 
* Generate a new world in DF 31.25. A small world is fine. Note what parameters you use, if it's not the default.
 
* Find a reasonable embark location. It doesn't have to be perfect. The important things are lots of trees and no aquifer.
 
* Prepare an expedition more or less like the one in the tutorial. That means a miner, a carpenter, a planter, a mechanic, and a mason. The other two are flexible. Starting with a surgeon may have been a waste of points. Take plenty of food and booze. Don't forget the cat, and a mating pair of dogs. Chickens might be a good addition.
 
* Name your fortress '''Bentgirder'''.
 
* As soon as the game starts, save and quit. Make a zip of the region directory.
 
* Restart DF and load the save. Take some screen shots of the unit list, the status screen, and profiles of all seven dwarfs.
 
* Now play the heck out of the game, and see what's there.
 
 
 
Some of these worlds are going to have unpredictable quirks that new players will have a hard time with. The idea is to make several worlds, and pick the best of them to be the official Bentgirder. Then we tweak the tutorial to match the new world. --[[User:Strangething|Strangething]] 04:26, 9 April 2011 (UTC)
 
:I'm in.  I'm not sure what the screen shots are for.  You can generate those after the fact if it works out, since you have the original saves.[[User:Kwieland|Kwieland]] 17:58, 13 April 2011 (UTC)
 
 
 
==New Forum Thread==
 
The old thread was mostly about the creation of Bentgirder. So I made a new one for the finished product.  [http://www.bay12forums.com/smf/index.php?topic=74208.0 Official Bentgirder thread].
 
  
 
== Channel for a farm ==
 
== Channel for a farm ==
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:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.
 
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.
 
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)
 
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)
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--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)
  
 
== To Do ==
 
== To Do ==
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I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)
 
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)
 
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).
 
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)
 
 
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.   
 
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.   
 
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)
 
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)
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I'd like to see the commands in the headings use the case of the actual command: "Fortress Status: z".<br />I'm new to DF, and tried several times to check fortress status with "Z" before reading further that the command is "z" instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.
 
I'd like to see the commands in the headings use the case of the actual command: "Fortress Status: z".<br />I'm new to DF, and tried several times to check fortress status with "Z" before reading further that the command is "z" instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.
 
==Updated for most recent version==
 
 
Does this need to be updated for the patches?  Specifically aren't the raws with the save game files?[[User:Kwieland|Kwieland]] 00:44, 21 January 2011 (UTC)
 
 
:The save has been updated to 31.18, as it says on the DFFD download page. If you use a graphics pack, that might require a raw file update. --[[User:Strangething|Strangething]] 01:03, 21 January 2011 (UTC)
 
 
::Could I request an update to 31:19 please?
 
 
:::Really, Bendgirder needs to be re-done with a whole new world and save file. I have a plan for that, but I don't have much time. After 31.20 is out, I'll make the big upgrade. In the meantime, we can fix the parts of the tutorial are totally obsolete, like the part on irrigation. --[[User:Strangething|Strangething]] 19:39, 4 March 2011 (UTC)
 

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