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40d Talk:Starting build
Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but "About & Challenges" sounds uh... not informational? How about "Overview"? I don't want to edit your work here without your approval (even though I could do so on my own.) Schm0 22:14, 31 October 2007 (EDT)
- Feel free to adjust the "About & Challenges" to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. "Overview" sounds much better. --Shagie 22:55, 31 October 2007 (EDT)
i wrote the dwarves & skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.
Overviw sounds better though so i agree with that
also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.
- No sand on a map makes making glass even harder. No, impossible.--Draco18s 05:52, 1 November 2007 (EDT)
trade goods
The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --Shades 06:03, 1 November 2007 (EDT)
Food
The builds suggest taking at least 6 of each 2 cost food items, but I would suggest only one of each 2 food item (for a free barrel) and a lot of turtles, which leave both shells and bones. As other meats only leave either a bone or nothing at all. So for the easiest game use turtles. --Soyweiser 09:16, 1 November 2007 (EDT)
Steel Axes?
I noticed in the build it says to get 2 copper picks and one steel axe. The first real attempt I made at getting a fortress going, the first thing I did was ditch the _steel_ axe in favour of a cheaper material, and got a better pick. Steel items cost 300. Copper costs 20. While it makes sense to have a few extra copper picks in case your miner gets killed, a good solid iron pick will make the early mining (And his skill increase) go a lot faster. Contrarily, you really don't need steel axes. Iron is more than enough. Even copper will do just fine. And you really only need one. And, rather than ditching your anvil for stuff, try ditching your steel axe for 100 logs. Thats more than enough to last you till you have a smelter going and can make your own axes. - Stormlock 7:03 Nov 1
- Steel axes are the only axes available on the preparation screen now. Does anyone know if this is a bug or not? --Xazak 18:47, 1 November 2007 (EDT)
- Digging speed is not affected by the material the pick is made out of, as explained on the pick page. Neither are battle axes. Therefore, you should just take the cheapest one. I've never been able to pick any axes other than steel either, however. --Valdemar 17:33, 10 November 2007 (EST)
Layout
Should we really be dividing this up by biome? Seems to me it would be a better idea to lay this out as a series of options, e.g. "If you're settling in a mountainous/treeless region, drop your axes and take logs instead" etc. The new choices for landing site seem too diverse to keep the old formula methods of deciding on party goods. --Xazak 18:48, 1 November 2007 (EDT)
Challenge or game goals?
I added "Hunting party" & "Immigration & customs enforcement", but I'm not really sure where the line between challenge builds and Game goals lies. Any guidance? --Kidinnu 08:18, 19 November 2007 (EST)
IOGT
I added AA to the IOGT title since ... I've never even heard of the IOGT and had to Google it. --Geofferic 11:13, 19 November 2007 (EST)
Created an ice-centric challenge.
Feel free to edit it to make it more coherent or fun. --Digi 03:50, 27 November 2007 (EST)
2.2 and 2.3.2.4
These two have a lot of redundancy between them. I can't really think of a good way to merge them though, since there is definitely information in each that should probably stay separate. --Qalnor 16:06, 2 December 2007 (EST)
- Agreed. Moved some advice to external linked page. Fedor 03:46, 12 December 2007 (EST)
The Mad Butcher
You're doing it wrong, you need to butcher the animals through the Status\Animals menu instead of pit-killing them:
"If you want to take this even further, bring along a ton of kittens instead of any meat. Even the cheapest meat is going to run you 2 apiece, which for a stack of six is 12 points. A kitten is 11 points. In addition to the stack of meat you get a stack of bones and a skull as well as a raw hide. So much for so little,
and you could probably get a butcher to legendary in a single year if you splattered all the kittens first." - IantheKorean
- "But you still have the issue that kitten corpses aren't -- for some obscure reason -- butcherable. The only way tame animals can be cut up for meat is through the menu, and you can only pit tame animals, so it doesn't work unless you modify the raws." - TouretteDog
Right you are! I forgot to add the edit to the raws. Updating...
BTW, do you know who first suggested this? I wanted to give them credit, but I can't seem to find the thread again. --ERoberts 08:33, 12 December 2007 (EST)
- It's more broken than that though point 7 talks about setting it up so the butcher cannot escape, but if that is the case then you'll be hard pressed to feed the fort as in point 9 --Shades 09:00, 12 December 2007 (EST)
Critique of the "Rapid Expansion" build
I didn't write it, so I'm not going to rewrite it unless I get approval. But I do have some beefs with it. Fedor 03:54, 12 December 2007 (EST)
- The introduction is too wordy for this page and is more suited to a player's guide.
- The cross-training causes some of the dwarves to simultaneously be in demand for several essential early tasks, such as food-preparation and digging both.
- Suggesting a hunter/ranger is a death sentence on some maps; a warning is needed. Also, you also NEVER want to suggest making your leader a fisherdwarf, warning or no; at present, it's just too dangerous a profession at many sites to risk your appraiser/organizer/trader in.
- Strange moods in key trade skills are essential for a truly high-value fortress. The suggested skill set doesn't work at all well with strange moods; most dwarves will get nothing interesting from a strange mood and you don't know what The Smithy will make.
- Instead of the The Smithy being a "jack of all trades", he should be a master of a couple, chosen with both an eye to your fortress location and to his innate preferences. You'll get much more value this way, which is the declared point of this build.
- The comment "This build does not require or recommend bringing plump helmets due to their cost." is factually incorrect. A 4-point plump helmet gets you five 2-point booze, plus several seeds, for each one brewed; all of this can become food. I know of no cheaper way to ensure both food and drink than bringing plump helmets.
- Bringing stone is unnecessary to make workshops. Just make the temporary buildings out of logs or raw materials and free them up later.
- The comment "as you are nearly always getting a horse with your wagon" is incorrect in my experience; I've known times when a horse was pulling the wagon, but more likely than not I don't have one.
- The comment "The only thing you need is your anvil, a few stones and bars of metal, everything else is optional" is totally false for many fortress sites and requires a skilled, experienced player at all others.
- Speaking generally, this build is very much tailored to particular ways of playing the game, assumes particular kinds of site, requires a fair amount of skill, and therefore is - IMHO - not particularly well suited to an introductory page as written.