v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d Talk:Your first fortress
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 21: | Line 21: | ||
=Choosing a location= | =Choosing a location= | ||
==Your surrondings== | ==Your surrondings== | ||
− | + | =====Have to be in contact with dwarves?===== | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ===== Have to be in contact with dwarves? ===== | ||
− | |||
"You will want to be in contact with dwarves to get immigrants and a dwarven trading caravan." | "You will want to be in contact with dwarves to get immigrants and a dwarven trading caravan." | ||
Is it even possible to settle somewhere <i>without</i> dwarves? --[[User:Juckto|Juckto]] 18:18, 24 May 2008 (EDT) | Is it even possible to settle somewhere <i>without</i> dwarves? --[[User:Juckto|Juckto]] 18:18, 24 May 2008 (EDT) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=Buying Skills and Items= | =Buying Skills and Items= | ||
Line 61: | Line 41: | ||
::Which isn't to say beginners shouldn't start with some experienced miners and so forth. But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in). It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common). But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food. Finally, defensive skills are overrated. You want defense? That's what the mechanic is for. Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter. Far too much of a gamble, especially for a new player. (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter). | ::Which isn't to say beginners shouldn't start with some experienced miners and so forth. But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in). It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common). But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food. Finally, defensive skills are overrated. You want defense? That's what the mechanic is for. Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter. Far too much of a gamble, especially for a new player. (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter). | ||
::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT) | ::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT) | ||
− | |||
− | |||
− | |||
− | |||
===== Dwarf with appropriate skills not necessarily the leader ===== | ===== Dwarf with appropriate skills not necessarily the leader ===== | ||
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith. He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill. And to really rub it it in, one of his traits is "never speaks out or attempts to direct activities." At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.) One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT) | I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith. He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill. And to really rub it it in, one of his traits is "never speaks out or attempts to direct activities." At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.) One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Items== | ==Items== | ||
Line 79: | Line 49: | ||
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT) | Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT) | ||
− | + | Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT) | |
− | |||
− | |||
− | |||
− | |||
=Beginning the Fortress= | =Beginning the Fortress= | ||
Line 91: | Line 57: | ||
I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT) | I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT) | ||
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT) | :That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT) | ||
− | |||
− | |||
− | |||
− | |||
== Trading == | == Trading == | ||
Line 135: | Line 97: | ||
Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT) | Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |