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Editing Sample Starting Builds
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== ''Dwarf Fortress'' Starter Pack == | == ''Dwarf Fortress'' Starter Pack == | ||
− | The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod. If you don't want to download the whole pack, you can also find many of the profiles at | + | The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod. If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj |
== Nagidal's Allrounder == | == Nagidal's Allrounder == | ||
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== Albedo's 7 == | == Albedo's 7 == | ||
− | This balance works for me, and has (built-in) some room for flexibility. I've tried to give each dwarf just one <u>dominant</u> [[Strange mood|moodable]] skill, something that would produce a desirable end product (rather than an Artifact Left Sock) - but 2 | + | This balance works for me, and has (built-in) some room for flexibility. I've tried to give each dwarf just one <u>dominant</u> [[Strange mood|moodable]] skill, something that would produce a desirable end product (rather than an Artifact Left Sock) - but 2 dwarfs have "moodable tbd" so that any 1 task of your choice will provide that for them (if they don't do any others).* |
: (* I tend to like Weaponsmith (for Artifact Weapons) - crafting one quick pick for the mining operation, or a large trap weapon (easily melted back down) - done. Or Armorer for the instant legendary skill - lots of masterwork armor pieces to make. Ymmv - you can also go by any useful [[preference]]s.) | : (* I tend to like Weaponsmith (for Artifact Weapons) - crafting one quick pick for the mining operation, or a large trap weapon (easily melted back down) - done. Or Armorer for the instant legendary skill - lots of masterwork armor pieces to make. Ymmv - you can also go by any useful [[preference]]s.) | ||
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Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon. | Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon. | ||
− | Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless | + | Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps. |
===Dwarves for a safer start=== | ===Dwarves for a safer start=== | ||
− | This build adds some military and medical skills into the mix, so they are not defenseless. The seven | + | This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside. |
− | At the beginning, you can give the starting | + | At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs. |
− | Building a pen near your entrance with walls and a door (only passable for | + | Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles). |
Dwarves: | Dwarves: |