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Difference between revisions of "40d Talk:Your first fortress"

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(Skill choices)
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I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)
 
I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)
 
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)
 
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)
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== Skill choices ==
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I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)

Revision as of 23:29, 3 November 2007

Content from Getting started

The goal of this page is to explain in detail, and for newbies, how to:

  1. Generate a world (possibly from a seed)(probably will link to article(s) on the topic)
  2. Pick a fortress location
  3. Name your fortress and starting group
  4. Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the starting builds page)
  5. Play the first month or two of the game, for the biome type picked in #2

I don't know how to write an article that does this, but I do know that this is what this article should be.
--Savok 11:19, 2 November 2007 (EDT)

I'd like to avoid having an overabundance of tutorial articles again. It sounds to me like all of the above would fit into Your first fortress just as easily. --Peristarkawan 12:00, 2 November 2007 (EDT)

Should we go ahead and just #redirect it?--Draco18s 12:07, 2 November 2007 (EDT)
Done. --Peristarkawan 12:14, 2 November 2007 (EDT)

Wall of text

I think the "Beginning the Fortress" section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the "TOC" above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --TwoD 13:03, 2 November 2007 (EDT)

That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --BahamutZERO 01:37, 3 November 2007 (EDT)

Skill choices

I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--Xazak 19:29, 3 November 2007 (EDT)