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Difference between revisions of "v0.31 Talk:Stonegears/Package details"

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PLACEHOLDER
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=Proposal=
 +
 
 +
==Raw mods==
 +
# Mod out whips, since they're overpowered. {{Bug|2712}}
 +
# Mod out nails, since they never heal, leading to eventual infection and death. {{Bug|3756}}
 +
# Mod out all non-ocean soils except for plain sand and plain clay, to make it easy to get a single site with both sand and clay.
 +
# Mod out aquifers, to make it easy to find a site without them.
 +
# Mod out badgers, so newbies don't have to deal with them.
 +
# Mod kobolds with NO_EAT so they can survive for more than a few years.
 +
 
 +
==World gen==
 +
# Small world, to make it quicker to download.  Not a pocket world, so that if a new player wants they can abandon their fortress and have plenty of room for new sites.
 +
# Mineral scarcity turned down (500? 200?), so there'll be sites with all needed minerals.
 +
# All three cavern layers are present.
 +
 
 +
==Options==
 +
# Start in windowed mode.
 +
# Skip intro movie.
 +
# Turn off temperature and weather to gain FPS.
 +
# Seasonal auto-save, with auto-pause at each season.
 +
# Turn off invasions, let player turn it back on if/when they're ready.
 +
 
 +
==Graphics set==
 +
Not sure which to use, since I never use them myself.
 +
Proposal: Ironhand. It's always seemed like the most noob friendly to me. - Anderson
 +
 
 +
==Embark skills==
 +
# 5 miner / 5 armorsmith
 +
# 5 miner / 5 weaponsmith
 +
# 5 miner / 1 judge of intent / 2 pacifier / 2 consoler (broker/expedition leader/mayor)
 +
# 5 mason / 5 carpenter
 +
# 5 farmer / 1 each of medical skills
 +
# 5 stone crafter
 +
# 5 axeman / 5 teacher
 +
 
 +
Thoughts/explanations:
 +
 
 +
* There's no brewer or cook, since their skill has no effected on the thoughts generated by their products.
 +
* The armorsmith and weaponsmith are there in case the player wants to try building a military.
 +
* The stone crafting is easy to set up and uses excess stone.
 +
* Is a carpenter really needed?  How important are valuable beds and quickly making bins?
 +
* Maybe the stone crafter should also be a mechanic?
 +
* How important is a military dwarf with teaching skills to setting up a military?  Maybe an engraver/herbalist instead?
 +
 
 +
Proposal: Change that axe man and teacher to another farmer. A new player may find the other one useful for a larger field.
 +
 
 +
==Embark supplies==
 +
# One anvil, since there's about a 10% chance the first caravan won't have any anvils.  (Or maybe the player could be told to savescum if the caravan has no anvil)
 +
# A breeding pair of cats, a breeding pair of untrained dogs, no other animals.
 +
# 20 units of each different type of booze.
 +
# 10 units each of three different kinds of meat, and 10 units of plump helmet.
 +
# 10 each of each kind of seed.
 +
# 2 pieces of leather, for making into bags (2 more pieces from butchering wagon animals)
 +
# 2 or 3 copper picks.
 +
# 1 copper battle axe.
 +
# 2 units each of gypsum plaster, thread and cloth, in case of early accidents needing treatment.
 +
 
 +
Still leaves 121 embark points.
 +
 
 +
Proposal: 20 plump helmets, and more meat than that. It just seems like a little few for me.
 +
 
 +
==Site==
 +
# 2x2, to gain FPS.
 +
# Warm biome, where TEMPERATURE:OFF and WEATHER:OFF won't matter as much.
 +
# Flat, heavily forested biome.
 +
# Both sand and clay, so the player can do glass and ceramics.
 +
# At least one metamorphic flux layer containing iron and coal.
 +
# At least one adamantine tube, but no curious structure.
 +
# Iron and/or copper.
 +
 
 +
Can it not be metamorphic? That tends to not end well. Sedimentary would be better.
 +
 
 +
==Misc. comments==

Latest revision as of 12:01, 17 October 2011

Proposal[edit]

Raw mods[edit]

  1. Mod out whips, since they're overpowered. Bug:2712
  2. Mod out nails, since they never heal, leading to eventual infection and death. Bug:3756
  3. Mod out all non-ocean soils except for plain sand and plain clay, to make it easy to get a single site with both sand and clay.
  4. Mod out aquifers, to make it easy to find a site without them.
  5. Mod out badgers, so newbies don't have to deal with them.
  6. Mod kobolds with NO_EAT so they can survive for more than a few years.

World gen[edit]

  1. Small world, to make it quicker to download. Not a pocket world, so that if a new player wants they can abandon their fortress and have plenty of room for new sites.
  2. Mineral scarcity turned down (500? 200?), so there'll be sites with all needed minerals.
  3. All three cavern layers are present.

Options[edit]

  1. Start in windowed mode.
  2. Skip intro movie.
  3. Turn off temperature and weather to gain FPS.
  4. Seasonal auto-save, with auto-pause at each season.
  5. Turn off invasions, let player turn it back on if/when they're ready.

Graphics set[edit]

Not sure which to use, since I never use them myself. Proposal: Ironhand. It's always seemed like the most noob friendly to me. - Anderson

Embark skills[edit]

  1. 5 miner / 5 armorsmith
  2. 5 miner / 5 weaponsmith
  3. 5 miner / 1 judge of intent / 2 pacifier / 2 consoler (broker/expedition leader/mayor)
  4. 5 mason / 5 carpenter
  5. 5 farmer / 1 each of medical skills
  6. 5 stone crafter
  7. 5 axeman / 5 teacher

Thoughts/explanations:

  • There's no brewer or cook, since their skill has no effected on the thoughts generated by their products.
  • The armorsmith and weaponsmith are there in case the player wants to try building a military.
  • The stone crafting is easy to set up and uses excess stone.
  • Is a carpenter really needed? How important are valuable beds and quickly making bins?
  • Maybe the stone crafter should also be a mechanic?
  • How important is a military dwarf with teaching skills to setting up a military? Maybe an engraver/herbalist instead?

Proposal: Change that axe man and teacher to another farmer. A new player may find the other one useful for a larger field.

Embark supplies[edit]

  1. One anvil, since there's about a 10% chance the first caravan won't have any anvils. (Or maybe the player could be told to savescum if the caravan has no anvil)
  2. A breeding pair of cats, a breeding pair of untrained dogs, no other animals.
  3. 20 units of each different type of booze.
  4. 10 units each of three different kinds of meat, and 10 units of plump helmet.
  5. 10 each of each kind of seed.
  6. 2 pieces of leather, for making into bags (2 more pieces from butchering wagon animals)
  7. 2 or 3 copper picks.
  8. 1 copper battle axe.
  9. 2 units each of gypsum plaster, thread and cloth, in case of early accidents needing treatment.

Still leaves 121 embark points.

Proposal: 20 plump helmets, and more meat than that. It just seems like a little few for me.

Site[edit]

  1. 2x2, to gain FPS.
  2. Warm biome, where TEMPERATURE:OFF and WEATHER:OFF won't matter as much.
  3. Flat, heavily forested biome.
  4. Both sand and clay, so the player can do glass and ceramics.
  5. At least one metamorphic flux layer containing iron and coal.
  6. At least one adamantine tube, but no curious structure.
  7. Iron and/or copper.

Can it not be metamorphic? That tends to not end well. Sedimentary would be better.

Misc. comments[edit]