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Editing User:Albedo
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Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC) | Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC) | ||
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Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]]. | Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]]. | ||
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=Beast Whips= | =Beast Whips= | ||
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==Starting Seven== | ==Starting Seven== | ||
(updated for 2020) | (updated for 2020) | ||
− | Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very diff than before, switching | + | Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very slightly diff than before, switching armor/weapon, and bumping the leather skill by 1. |
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The party now consists of the following: | The party now consists of the following: | ||
− | :* 1) " | + | :* 1) "Boss Axe" Leader/Security: Axe +3, Armor User +5, Appraise +1, Judge of Intent +1 |
− | :* 2) "Dirty" | + | :* 2) "Dirty" Grower +5/(Wrestler +5 or ???) |
− | :* 3) "Stoney" | + | :* 3) "Stoney" Mason +5/Stone Crafter +5 |
− | :* 4) "Cutter" | + | :* 4) "Cutter" Weaponsmith +5/Brewer +5 |
− | :* 5) "Hardpan" | + | :* 5) "Hardpan" Armorsmith +5/Cook +5 |
− | :* 6) "Cagey" | + | :* 6) "Cagey" Mechanic +5/Carpenter +5 |
− | :* 7) "Striker" | + | :* 7) "Striker" Miner +5/Siege Engineer +5 |
:Notes: | :Notes: | ||
− | (& see [[ | + | (& see [[Sample_Starting_Builds#Albedo.27s_7]]) |
− | :: 1) | + | :: 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, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and to make Weaponsmith his moodable skill. |
− | :: ( | + | :: 2) 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. Grower 5 will take 2 starting seeds of each turn them into more than I need by the end of the 1st year. |
− | :: | + | ::: The "???" skill could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. Or, if he has a useful [[Preference]], take that skill @ 5 and plan to change careers once any decent Grower migrates in. Or just save the points and buy another war dog. Whatever works for you. <br>For me, Wrestler is for unpleasant surprises when farming outside, and as backup military. |
− | :: | + | :: 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 and fortress expansion. 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 haul/store everything. |
− | + | :: 4 & 5) - One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Brewer/Cook 5 means they can spend less time away from what's important. | |
− | + | :: 6) Beds, buckets, cages, etc. will be meh-quality until a replacement migrates in, but better than nuthin'. | |
− | + | :: 7) I like [[ballista]]e, but they're not for everyone, admittedly. And while you could start with no Miner and train one up to 4-5 in about 1 season (especially in [[soil]]), starting with a 5 means he strikes the earth with alacrity and purpose, going through soil like magma through an elf - which is critical early on to create quick space underground. 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 once a couple/few migrants can take his place. SE is tough to skill up - or, that skill could as easily be any Military skill(s) for military dwarf #2 (Mace 1, Armor 4?). | |
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− | :: 4 & 5) | ||
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− | :: 6) | ||
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− | :: 7) | ||
::''(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.)'' | ||
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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 vs. later). For me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)'' | :: ''(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). 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 ( | + | 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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− | The | + | The Mason/Stonecrafter will have their hands full at first, and I know I'll sometimes wish they were two separate dwarfs (been there before with this mix), but, after a few caravans, stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this dwarf concentrates on keeping Mason > Stonecraft for any mood that strikes. |
− | + | The 2nd half of the Grower/Gemsetter is a "fill in this blank" ''. Armor User is harder to train than Wrestler or Dodge, an any collection of Medical skills is a joke. For me, Gemsetter is a long-term plan (for the sand/glass) - but ultimately dealer's choice. Even odds whether this Grower or some random migrant will have a better Grower score, so he's not completely tied to agriculture if he wants to change careers. | |
==In the wagon== | ==In the wagon== |