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User:Kami
Room requirements | ||
---|---|---|
Office | Office | |
Quarters | Quarters | |
Dining room | Dining Room | |
Tomb | None | |
Furniture requirements | ||
Chests | 1 | |
Cabinets | 1 | |
Weapon racks | None | |
Armor stands | None | |
Other | ||
Mandates | None | |
Demands | None | |
Arrival conditions | ||
None
(either you are Kami or not) | ||
Function | ||
|
Kami likes obsidian, mechanism, the color green, moss opal, green glass and magma for it´s lack of pressure. When possible, he prefers to consume dwarvern beer. He absolutely detests religion.
I`m not a native english speaker. So if you find any mistakes in spelling, grammar or the usage of words here, feel free to correct it as long you don´t change meaning or context of my opinions.
TODO
DONE
- added horse-warning to Starting_build#Rapid_Expansion --Kami 04:07, 29 January 2009 (EST)
- added fun to Challenges#Space_Ship --Kami 06:43, 9 February 2009 (EST)
- added advise to Sand#Strange_Mood --Kami 10:47, 17 February 2009 (EST)
- added info to Fluid_logic#Mechanical-Fluid Gates --Kami 14:31, 16 October 2009 (UTC)
Starting build
First of all, the perfect starting build does not exist!
There are many ways dwarf fortress can be played. And this can lead to very different requirements for your preperations, depending on the place you embark and your individual preferences. Nevertheless a typical fortress will develop a working economy faster and easyer if you optimise equipment and skills.
But the most important thing is to have a plan! This plan not only has to include the starting build with skills and equipment, but also has to consider the work to do at the first days and a general concept of your fortress design.
Skills
The selection and kombination of different starting skills depends on some simple considerations:
- needs
- training (speed, possibilities and costs)
- expedient combinability
- free equipment
- preferences
Needs
Generally, you don´t need any starting skills. There is no skill your dwarves can´t learn on site and no job they can´t do unskilled. But there are three notable skills because a not even novice dwarves is useless in it.
The appraiser skill is needed at novice level or better to see the values of goods being traded. Trading with a dabbling appraiser is not working well and the skill is only trained by trading so you are adviced to invest one point in one of your dwarves.
The judge of intent skill is also one of the broker skills. It is needed at novice level or better to get an impression of the mood of the trader. This alowes to wage the intentions of the traders and so to wage if you should try to make a higher profit or not.
Swimming is needed to survive in deep water and to get out of it. Unfortunately every dwarf would need two skill points in swimming to be sure he survives falling in water. The starting skills should be more productive, you can teach them this skill and the better way is to avoid letting dwarves fall in water. So no point to invest here.
Training
Novice Appraiser / (Novice Organizer) / (Novice Record keeper) / Novice Judge of intent
Dragon defence
This is the basic concept of my dragon defence. At the moment, it´s just a first concept and will be optimized and changed to match my actual fortress, soon. If anyone has an idea, feel free to tell me. It will be a good idea to add some traps here and place marksman behind fortifications one level above this place. Maybe it would be better to have only 1 way for the invaders to go, but this looks better. I think of adding automatic bridges at both sides to force invaders to run from one side to the other and vice versa. I don´t actually know if dragonfire goes through fortification, nor do I have a dragon ready at the moment. The concept will rise and fall with this. Maybe I will change the front of the dragons fortification to solid walls as a protection from bolts. Invaders could shoot standing outside in front of this construction. I´ll test it with a dog or some other animal.
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Computing
Computing in dwarf fortress means setting up a complex construction to perform logical operations and calculations, ideally to control some functionality of your fortress, or such a doddle. Even computing in dwarf fortress isn´t a young concept anymore, there is still lots of room for improvement and development. One reason for this is that there are many ways to solve a special problem. Innovation and invention is encouraged.
Basics
Examples
- a decimal display for 4-bit binary input
- mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01
- probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay
- fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration
- adding machine
- mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine
- fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration
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http://www.dwarffortresswiki.net/index.php/Character_table | http://www.dwarffortresswiki.net/index.php/Color |