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Difference between revisions of "User:FangXianfu"

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== <b>New Fort Checklist</b> ==
 +
 +
=== Set-up ===
 +
 +
* 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
 +
* Down to [[Bedroom Design#High density single floor housing|bedrooms]], at least 5 levels
 +
* Dining Room (think room for expansion!)
 +
: 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 ===
 +
 +
* 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
 +
 +
 +
 
== <b>Siege Checklist</b> ==
 
== <b>Siege Checklist</b> ==
  

Revision as of 15:37, 14 May 2009

New Fort Checklist

Set-up

  • 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
  • Down to bedrooms, at least 5 levels
  • Dining Room (think room for expansion!)
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

  • 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.
This prevents gathering of occupied cages.
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!