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Editing v0.31 Talk:Embark

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Never embark without elves or goblins. Elves bring superawesome animals ( I made a giant forest spider which is like the giant cave spider just in a forest and the elves brought me three of them in the second year) and various plants like whip vine and sunberries. And goblins, well, they make Fun.--[[User:Niggy|Niggy]] 19:37, 9 June 2010 (UTC)
 
Never embark without elves or goblins. Elves bring superawesome animals ( I made a giant forest spider which is like the giant cave spider just in a forest and the elves brought me three of them in the second year) and various plants like whip vine and sunberries. And goblins, well, they make Fun.--[[User:Niggy|Niggy]] 19:37, 9 June 2010 (UTC)
 
: I'll second that. You gotta have hostiles, unless you want a peaceful farming town or a megaproject on an island. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)
 
: I'll second that. You gotta have hostiles, unless you want a peaceful farming town or a megaproject on an island. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)
 
 
I've had an Idea that I want to add to the embark strategies, and I'm wondering if I should add it.
 
 
Cheap Eggs and meat
 
 
Embark with a large number of female birds and a single nest box, or the materials to build one). Then allow each bird to lay their eggs and which will then be claimed by dwarves. After all the eggs have been harvested you can then butcher all of the hens for additional meat, and bones. Note: You will have to cook the eggs for them to be edible, but this is still an easy way to get quick food.
 
-[[User:blorx1|blorx1]]
 
9 July 2011
 
 
Good idea, but why not make it Geese or Turkeys? // Bill
 
 
== Layers on Embark Screen ==
 
Looks like you can no longer see the specific layers of soil and stone on embark.  In .31.19 you just get a general description of what sort of geology is at the site.  "Clay," "soil," "flux stone," and "metals" along with some description of how deep and how abundant they are is what I've seen. [[User:Octorok|Octorok]] 22:08, 17 February 2011 (UTC)
 
  
 
==Less soil doesn't mean more stone and minerals.==
 
==Less soil doesn't mean more stone and minerals.==
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==Play Now, Fisherdwarf==
 
==Play Now, Fisherdwarf==
 
I just did a "Play Now!", and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)
 
I just did a "Play Now!", and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)
 
:Yeah, that part about the Dabbling skills is true, since as soon as you embark, your dwarves are doing nothing, which means they start to chat about (presumably) the weather, and their favorite kind of rock. Since you need 1 experience for Dabbling in a skill, they immediately get social skills. --[[User:Drakon136|Drakon136]] 03:34, 27 July 2011 (UTC)
 
  
 
==Play Now, worldgen titles?==
 
==Play Now, worldgen titles?==
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::I've had several maps where no dwarven caravan EVER showed up (thus no anvil to buy)!  I don't know if this is intended or why it happens, but it does happen from time to time.[[User:FleshForge|FleshForge]] 20:51, 6 August 2010 (UTC)
 
::I've had several maps where no dwarven caravan EVER showed up (thus no anvil to buy)!  I don't know if this is intended or why it happens, but it does happen from time to time.[[User:FleshForge|FleshForge]] 20:51, 6 August 2010 (UTC)
 
:::I think the dwarven caravan not appearing is because your parent civilization died during worldgen. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)
 
:::I think the dwarven caravan not appearing is because your parent civilization died during worldgen. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)
 
::Several days ago (playing 0.31.18) my first dwarven caravan didn't bring any anvil. It's not so unusual.--[[User:WwWraith|WwWraith]] 22:59, 17 February 2011 (UTC)
 
  
 
==Size of embark squares==
 
==Size of embark squares==
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Is there any advantage in leveling armor user before embarking? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]</small>
 
Is there any advantage in leveling armor user before embarking? <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]</small>
 
:The dwarf in question can use armor (as in, "not shields") better.  Since you'd have to buy a bunch of armor to protect said dwarf... I think Shield User and Dodger are both better skills - the one requires only a shield, while the other needs no gear. Or you could go for more offense and add Fighter skill to your chosen melee weapon skill. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)
 
:The dwarf in question can use armor (as in, "not shields") better.  Since you'd have to buy a bunch of armor to protect said dwarf... I think Shield User and Dodger are both better skills - the one requires only a shield, while the other needs no gear. Or you could go for more offense and add Fighter skill to your chosen melee weapon skill. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)
 
== .19 update ==
 
can someone update this for the new finder?
 
 
== Function overlap: Starting Builds ==
 
The entire prepare carefully section is a duplication in function, if not form, of [[Starting Build]].  I'm going to rationally disperse the information between the two and do the relevant merging. --[[User:Squirrelloid|Squirrelloid]] 09:30, 23 April 2011 (UTC)
 
 
== "You can start your fortress with just 118☼ worth of items" ==
 
 
''You can start your fortress with just 124 118☼ worth of items (iron anvil - 100☼, 3 copper nuggets for 2 picks and an axe - 18☼; logs can be gathered from deconstructing the wagon - 0☼).''
 
 
I just tried this, but there was no fire-safe stone to make the forge. Unless I'm missing something, this should be corrected. --[[Special:Contributions/189.34.50.57|189.34.50.57]] 00:49, 20 May 2011 (UTC)
 
 
:My understanding, though I've never tried it, is that you use the ash from burned wood to construct the forge. --[[User:Jwest23|Jwest23]] 04:05, 20 May 2011 (UTC)
 
In my opinion this struggling for "you can start with less or lesser items" is a stupid thing. First of all, you can start with no items at all and still create a functional fortress. You'd just use the logs of the wagon to create at last one training axe (or more) and chop down trees to create everything of wood until you can buy picks from a caravan or everything needed to create them. The second point is, it is not necessary. You have enough points to give all your dwarves maximum skills and will still be able to by what you need. And last, but not least: The oly reason not to start with nothing at all is to be independent from caravans. But, you will not need two picks, because one is enough to find ore you can use to produce more...--[[User:Kami|Kami]] 08:47, 20 May 2011 (UTC)
 
 
== Choosing a civilization ==
 
 
The article currently says, ''"There is just ONE BIG RULE: ... Your home civilization will need more than one dwarven place on the map."''
 
 
But there's no explanation of how to determine the size of the available civs. I don't see any relevant information on the articles for [[Civilization]] or [[Location]], either. Can someone who knows more about this flesh it out, please? --[[User:Hanibal Barcalounger|Hanibal Barcalounger]] 01:56, 1 October 2011 (UTC)
 
 
:Before finishing up when genning the world, export the world information ({{k|p}} IIRC). Then in regionXX-world_sites_and_pops.txt, you can look up each dwarven civilization presented to you to choose from, to see if they're still alive (i.e. have any dwarven population at all). Also in regionXX_-world_history.txt, whether they have a living monarch. That or Legends mode. [[Special:Contributions/218.186.8.11|218.186.8.11]] 09:42, 3 November 2011 (UTC)
 
 
== One fuel, not two ==
 
 
(even with magma) "you'll be cutting down two trees and burning them to make charcoal for every unit of hematite you are lucky enough to find."
 
 
Not so. Yes, it takes one fuel to get pig iron, and one fuel to get from pig to steel, but those 2 fuel consume 2 iron bars from 2 hematite, and produce 2 steel. So using magma, 100 iron ore + 100 flux + 100 fuel = 100 steel. Without magma, 300 fuel = 100 steel (the same 100 as before, plus power for 200 smelting jobs). I'd change it, but the error has been there for ages (at least a year) without correction, so someone please check me on this. [[Special:Contributions/218.186.8.11|218.186.8.11]] 09:42, 3 November 2011 (UTC)
 
:I Agree. The "fuel" is either a carbon source or a power source.
 
:ore + power (magma or coke or charcoal) => iron
 
:iron + flux + carbon (coke or charcoal) + power  => pig iron
 
:iron + pig iron + flux + carbon + power => 2 steel
 
:So, combining the above:
 
:2 ore + 2 flux + 2 carbon + 4 power => 2 steel
 
:So with magma for power, 2 "fuel" produce 2 steel from 2 ore (and 2 flux), or one "fuel" per iron ore. Without magma its 6 "fuel" to make 2 steel, or 3 "fuel" per ore. [[User:Khearn|Khearn]] 23:56, 3 November 2011 (UTC)
 
:I've updated the page with the correct numbers. [[User:Khearn|Khearn]] 00:43, 4 November 2011 (UTC)
 

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