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Editing v0.31 Talk:Starting build
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==Axe only for weapon== | ==Axe only for weapon== | ||
An axe is really ONLY useful for a weapon, as a log can be used to quickly make one. Even if axes are cheaper now, there is no point in bringing one to chop wood. | An axe is really ONLY useful for a weapon, as a log can be used to quickly make one. Even if axes are cheaper now, there is no point in bringing one to chop wood. | ||
:Only if training axes work to chop wood, otherwise it is far easier to take an axe than to make one. --[[User:Eagle0600|Eagle0600]] 09:02, 5 April 2010 (UTC) | :Only if training axes work to chop wood, otherwise it is far easier to take an axe than to make one. --[[User:Eagle0600|Eagle0600]] 09:02, 5 April 2010 (UTC) | ||
::They do, just tested it | ::They do, just tested it | ||
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==Which skills do i need, really== | ==Which skills do i need, really== | ||
This section, as the title implies, is not 'which skills would it be nice to have'. Its 'which skills can i not reasonably avoid using'. Having avoided any military engagements with numerous fortresses in .40d, no, not even the military qualifies as an essential skill set, no matter how desirable it may be. Its simply too easy to work around. Only skills which cannot be avoided or which avoiding leads to incredible contortions to make the fortress run should be listed here, and afaict, that list is complete as of my edit (and was complete the first time I wrote that section). The only argument that could be made is Mechanic should be *removed*. --[[User:Squirrelloid|Squirrelloid]] 08:57, 5 April 2010 (UTC) | This section, as the title implies, is not 'which skills would it be nice to have'. Its 'which skills can i not reasonably avoid using'. Having avoided any military engagements with numerous fortresses in .40d, no, not even the military qualifies as an essential skill set, no matter how desirable it may be. Its simply too easy to work around. Only skills which cannot be avoided or which avoiding leads to incredible contortions to make the fortress run should be listed here, and afaict, that list is complete as of my edit (and was complete the first time I wrote that section). The only argument that could be made is Mechanic should be *removed*. --[[User:Squirrelloid|Squirrelloid]] 08:57, 5 April 2010 (UTC) | ||
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==Organization== | ==Organization== | ||
− | First, there were too many starting guides in the 40d namespace, so we probably want to spend some time dividing the necessary material among articles in a *rational* manner early rather than having multiple superfluous pages again. I started a discussion on that [[ | + | First, there were too many starting guides in the 40d namespace, so we probably want to spend some time dividing the necessary material among articles in a *rational* manner early rather than having multiple superfluous pages again. I started a discussion on that [[Talk:DF2010:How to correctly start fortress mode|here]]. |
Second, this article is trying to fulfill too many functions. As per the above linked discussion, I think this should be separated into (1) a general starting a fortress page that covers the mechanics of doing so, and indexes the necessary guides, (2) a Quickstart guide for new users with a link to a save from DFFD, (3) a theoretical treatment of starting builds for advanced users, and possibly (4) an Embark Now guide (could possibly just be embedded in the parent page). | Second, this article is trying to fulfill too many functions. As per the above linked discussion, I think this should be separated into (1) a general starting a fortress page that covers the mechanics of doing so, and indexes the necessary guides, (2) a Quickstart guide for new users with a link to a save from DFFD, (3) a theoretical treatment of starting builds for advanced users, and possibly (4) an Embark Now guide (could possibly just be embedded in the parent page). | ||
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--[[User:Squirrelloid|Squirrelloid]] 10:27, 5 April 2010 (UTC) | --[[User:Squirrelloid|Squirrelloid]] 10:27, 5 April 2010 (UTC) | ||
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