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40d Talk:Starting build

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Revision as of 16:13, 19 November 2007 by Geofferic (talk | contribs)
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Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but "About & Challenges" sounds uh... not informational? How about "Overview"? I don't want to edit your work here without your approval (even though I could do so on my own.) Schm0 22:14, 31 October 2007 (EDT)

Feel free to adjust the "About & Challenges" to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. "Overview" sounds much better. --Shagie 22:55, 31 October 2007 (EDT)

i wrote the dwarves & skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.


Overviw sounds better though so i agree with that


also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.

No sand on a map makes making glass even harder. No, impossible.--Draco18s 05:52, 1 November 2007 (EDT)


trade goods

The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --Shades 06:03, 1 November 2007 (EDT)

Food

The builds suggest taking at least 6 of each 2 cost food items, but I would suggest only one of each 2 food item (for a free barrel) and a lot of turtles, which leave both shells and bones. As other meats only leave either a bone or nothing at all. So for the easiest game use turtles. --Soyweiser 09:16, 1 November 2007 (EDT)

Steel Axes?

I noticed in the build it says to get 2 copper picks and one steel axe. The first real attempt I made at getting a fortress going, the first thing I did was ditch the _steel_ axe in favour of a cheaper material, and got a better pick. Steel items cost 300. Copper costs 20. While it makes sense to have a few extra copper picks in case your miner gets killed, a good solid iron pick will make the early mining (And his skill increase) go a lot faster. Contrarily, you really don't need steel axes. Iron is more than enough. Even copper will do just fine. And you really only need one. And, rather than ditching your anvil for stuff, try ditching your steel axe for 100 logs. Thats more than enough to last you till you have a smelter going and can make your own axes. - Stormlock 7:03 Nov 1

Steel axes are the only axes available on the preparation screen now. Does anyone know if this is a bug or not? --Xazak 18:47, 1 November 2007 (EDT)
Digging speed is not affected by the material the pick is made out of, as explained on the pick page. Neither are battle axes. Therefore, you should just take the cheapest one. I've never been able to pick any axes other than steel either, however. --Valdemar 17:33, 10 November 2007 (EST)

Layout

Should we really be dividing this up by biome? Seems to me it would be a better idea to lay this out as a series of options, e.g. "If you're settling in a mountainous/treeless region, drop your axes and take logs instead" etc. The new choices for landing site seem too diverse to keep the old formula methods of deciding on party goods. --Xazak 18:48, 1 November 2007 (EDT)

Challenge or game goals?

I added "Hunting party" & "Immigration & customs enforcement", but I'm not really sure where the line between challenge builds and Game goals lies. Any guidance? --Kidinnu 08:18, 19 November 2007 (EST)

IOGT

I added AA to the IOGT title since ... I've never even heard of the IOGT and had to Google it. --Geofferic 11:13, 19 November 2007 (EST)