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=== Set-up === | === Set-up === | ||
+ | |||
+ | Test | ||
* Refuse | * Refuse |
Revision as of 18:02, 26 January 2010
New Fort Checklist
Set-up
Test
- Refuse
- Tunnels
- Farm
- Food pile
- Trees (and plants!)
- Carpenter
- Beds (barracks)
- Furniture pile
- Excavation
- Down to stone and a workshop layer, 3+ levels below
- Booze
- Mason
- Doors
- Cooking and stone menus, while you're thinking about it.
- Indoor piles:
- Furniture
- Bones
- Wood
- Finished Goods
- Cloth
- Leather
- Bars/Blocks
- Tables, chairs
- Remember, not a meeting hall, a meeting ZONE.
- Once done, disassemble wagon.
- Move the booze and food downstairs
- Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.
- Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.
Expansion
- More workshops:
- Crafts
- Indoor Carpentry (bins and barrels galore)
- Mechanic
- Leather Works
- Tannery
- Farmer’s Workshop
- Kitchens
- Butcher
- Wood Furnace
- Think about outdoor farming
- Outdoor meeting area too
- A storage cavern
- Block
- Gem
- Animal
- Goods
- Cloth
- Leather
- Furniture
- Wood
- Ammo
- Weapons
- Armor
- Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.
- Magma!
- Glass industry, get it going asap.
- Armor and Shields for the coming military. You have a while.
- Flesh out the dining room.
- Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done
Military
- Treasurer
- After immigrants, you need to get military going
- Pump-gym
- Get the new barracks built if it's not already
- Once they're all pumped, assign shields and armor and get sparring
- Remember to make them go outdoors plenty
- Leather works for backpacks, quivers, waterskins
- Get some butchers if that's not already going
- Remember to put the cage nearby
- Start thinking about a well somewhere
- Animal Training
- Chain some dogs by the door to catch snatchers and thieves
Finishing Off
- Start thinking about some REAL defence
- Marksdwarves
- They need bolts
Siege Checklist
Mercilessly stolen from 0x517A5D, I'm mirroring it here because no doubt I'll want to tinker with it a bit.
- Turn off the Mechanic skill on all dwarves.
- This stops reloading of cage traps and stone traps.
- Turn off animal gathering oa.
- This prevents gathering of occupied cages.
- Turn off wood gathering ow.
- Turn off collect outside refuse oro.
- Turn on all Forbid orders oFpcoit.
- Consider turning on only soldiers can go outdoors oi.
- Lock someone in the lever room.
- Draft them, station them, relieve them of duty.
- Forbid all traps dbf before enemies trigger them.
- This prevents clean trap jobs, and possibly gathering of occupied cages.
Post-Siege Checklist
- Ensure that enemies have left the map.
- Bring some or all squads off-duty.
- Turn on Mechanic on Mechanic units and some legendary units.
- Turn on animal gathering.
- Turn on wood gathering.
- Re-set Forbid orders.
- Allow all dwarves to go outdoors.
- Unlock the lever room.
- Reclaim all dead bodies through stocks menu.
- Reclaim all traps through stocks menu.
- Wait for bodies to be hauled to refuse piles and graveyards.
- Mass-mark enemy equipment for melting.
- Unmark trap components for melting through stocks menu.
- Reclaim equipment.
- (Unknown)
- Profit!