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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 | + | :* 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<sup>1</sup>)'' |
− | :* 2) '''Sazir Zonluk''' - Miner +5/(Siege Engineer | + | :* 2) '''Sazir Zonluk''' - Miner +5/(Siege Engineer +5<sup>2</sup>) |
− | :* 3) '''Stinthad Muthkatlensham''' - Mason +5/Stone Crafter +5 | + | :* 3) '''Stinthad Muthkatlensham''' - Mason +5/Stone Crafter +5<sup>3</sup> |
:* 4) '''Sazir Zonluk''' - Weaponsmith +5/Leatherworker +4 /Armor User +1 (likes steel, and tower-caps - will be our carpenter) | :* 4) '''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!) | :* 5) '''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.) | :* 6) '''Vucar Zulbanthosbut''' - Mechanic +5/Brewer +5 (nuthin' - he drew the short straw. Pewter, demantoid, crowns, horses... yay.) | ||
− | :* 7) '''Ushat Lokumning''' - Grower +5/(tbd | + | :* 7) '''Ushat Lokumning''' - Grower +5/(<tbd> +5<sup>4</sup>) (likes pigtail plants... meh.) |
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:Notes: | :Notes: | ||
− | :: 1) | + | :: 1) 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. |
− | :: 2) | + | :: 2) Once a Legendary Miner (and with satisfactory replacements), this dwarf gets transferred to the military. SE is tough to skill up, but this 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 | + | :: 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. |
− | :: 4 | + | :: 4) This is 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 split his time demands. He needs one moodable skill (and that depends entirely on [[preferences]], but producing one (1) item will fill that need, so this has room for 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, just save the points and buy another war dog. Whatever works for you. |
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::''(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 | + | :: ''(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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Dwarf Liaison & co. should be arriving soon. | Dwarf Liaison & co. should be arriving soon. | ||
− | 7.13 - and here they are. | + | 7.13 - and here they are. |
− | 7.15 - 1 puppy. And a child snatcher in a cage. | + | 7.15 - 1 puppy. And a child snatcher in a cage. |
− | 7.19 - Two. | + | 7.19 - Two. |
− | 7.21 - Three! | + | 7.21 - Three! |
26th - Floodgates (well, flood-drawbridges) are closed - 2 new TC farms have been flooded, and are now evaporating, one about 1500 tiles, the other about 2300. I have about 8 miners, from legenDary to novice, working on clearing the edges of the flooded areas (yes, I overdid it.) | 26th - Floodgates (well, flood-drawbridges) are closed - 2 new TC farms have been flooded, and are now evaporating, one about 1500 tiles, the other about 2300. I have about 8 miners, from legenDary to novice, working on clearing the edges of the flooded areas (yes, I overdid it.) |