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Editing User:Albedo/BeastWhips

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The party now consists of the following:
 
The party now consists of the following:
  
:* 1) '''Catten Shelretthob''' - Leader/Security/Outdoorsdwarf: Ambush +1, Axe +1, Armor User +5, Appraise +1, Judge of Intent +1, Architect +1 ''(black bronze is not nearly as good as aluminum*)''
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:* '''Catten Shelretthob''' - Leader/Security/Outdoorsdwarf: Ambush +1, Axe +1, Armor User +5, Appraise +1, Judge of Intent +1, Architect +1 (black bronze is not nearly as good as aluminum*)
:* 2) '''Sazir Zonluk''' - Miner +5/(Siege Engineer) +5
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:* '''Sazir Zonluk''' - Miner +5/Siege Engineer +5  
:* 3) '''Stinthad Muthkatlensham''' - Mason +5/Stone Crafter +5
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:* '''Stinthad Muthkatlensham''' - Mason +5/Stone Crafter +5
:* 4) '''Sazir Zonluk''' - Weaponsmith +5/Leatherworker +4 /Armor User +1 (likes steel, and tower-caps - will be our carpenter)
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:* '''Sazir Zonluk''' - Weaponsmith +5/Leatherworker +4 /Armor User +1 (likes steel, and tower-caps - will be our carpenter)
:* 5) '''Tirist Bufutmeng''' - Armorsmith +5/Cook +5 (also likes steel!)
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:* '''Tirist Bufutmeng''' - Armorsmith +5/Cook +5 (also likes steel!)
:* 6) '''Vucar Zulbanthosbut''' - Mechanic +5/Brewer +5 (nuthin' - he drew the short straw. Pewter, demantoid, crowns, horses... yay.)
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:* '''Vucar Zulbanthosbut''' - Mechanic 10/Brewer 10 (nuthin' - he drew the short straw. Pewter, demantoid, crowns, horses... yay.)
:* 7) '''Ushat Lokumning''' - Grower +5/(tbd) +5 (likes pigtail plants... meh.)  
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:* '''Ushat Lokumning''' - Grower +5/(Gemsetter +5) (likes pigtail plants... meh.)  
:: <nowiki>*</nowiki> ''(Gone but not forgotten - leader of previous, unacceptable 7: '''Domas ''"don't call him 'Dumb-ass'"'' Shakethmomuz''' (aka Dumbass Shakethemuthuz) - Leader (liked dogs, and aluminum - would have been a dabbling metalsmith). Great name, decent preferences. Will be missed.)''
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:(* Gone but not forgotten - Previous leader of previous, unacceptable 7: '''Domas ''"don't call him 'Dumb-ass'"'' Shakethmomuz''' (aka Dumbass Shakethemuthuz) - Leader (liked dogs, and aluminum - would have been a dabbling metalsmith).
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:Great name, good preferences. Will be missed.)  
  
:Notes:
 
:: 1) Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting and Record Keeper.
 
:: 2) No Hauling, 24/7 miner from the start. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military. SE is tough to skill up, but that skill could as easily be any military skill(s).
 
:: 3) Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice. Mug production starts sometime mid-Summer. Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything.
 
:: 4) Important to keep Weaponsmith > Leatherworker for moods, shouldn't be hard - a few sets of leather armour, a couple quivers, backpacks and water bags for early military actions... he's mostly done. Beds, cages etc. will be low-quality until a replacement migrates in.  ''(Note: Woodworking might get prioritized if expecting few trees to practice on.)''
 
:: 5) Empty the food barrels into meals, then some suits of bronze armor for emergencies, then haul until migrants arrive. Steel armour once he's better skilled.
 
:: 6) Brew early booze, then mechanisms and traps when he isn't hauling. A little more booze here and there from found/grown foodstuffs won't hurt.
 
:: 7) This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time. He needs one moodable skill (and that depends entirely on [[preferences]]), but producing one (1) item will fill that need, so dealer's choice. Maybe something like Dodge (he will be outside), or any rarely-needed, low time-drain skill(s), something like Medical (until Migrants can do better), or possibly Soapmaker (purely as a time saver). Or, if he has a useful preference, take that skill @ 5 and plan to change careers once a decent Grower migrates in. Or just save the points and buy another war dog. Whatever works for you.
 
  
 
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares.  Trumpets.  Siliceous ooze.  Yay.)''
 
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares.  Trumpets.  Siliceous ooze.  Yay.)''
  
:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later).  I'm not perfectly happy with the mason/stonecraft combo, but for me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)''
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:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner or later).  I'm not perfectly happy with the mason/stonecraft combo, but for me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)''
  
 
For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere).  The Miner will do nothing else but mine, all hauling turned off until they're legendary (before Summmer mining in soil), and will be some early reserve military with those attributes.  Almost everyone else will be Furnace Operators, to cover than as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, oddly enough). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain "Weaponsmith" as a profession, for any mood.
 
For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere).  The Miner will do nothing else but mine, all hauling turned off until they're legendary (before Summmer mining in soil), and will be some early reserve military with those attributes.  Almost everyone else will be Furnace Operators, to cover than as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, oddly enough). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain "Weaponsmith" as a profession, for any mood.

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