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Difference between revisions of "User:Kami"

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(Skills)
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= Starting build =
 
= 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.<br />
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== 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.
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{{Dwarf|#ff0|10px}} [[Wood burner]] -> [[Metal crafter]] -> [[Carpenter]] -> [[Broker]] / [[Leader]]
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: [[Personality]]: [[Broker]] / [[Leader]] / Social
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: [[Preferences]]: [[wood]] / avoid problematic items or material ( [[Mandate#Mandates & preferences]] )
 +
* ''[[Carpenter|Proficient Carpenter]] (5)''
 +
* [[Appraiser|Novice Appraiser]] (1)
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* [[Judge of intent|Novice Judge of intent]] (1)
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* [[Metal crafter|Dabbling Metal crafter]] (0)<sup>2</sup>
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* [[Wood burner|Dabbling Wood burner]] (0)<sup>2</sup>
 +
* 3 Points for [[Broker skills]] or [[Social skills]]
 +
 
 +
 
 +
{{Dwarf|#666|10px}} [[Weaponsmith]] -> [[Grower]] -> [[Weaponsmith]]
 +
: [[Preferences]]: [[Metal]]
 +
* [[Grower|Proficient Grower]] (5)
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* ''[[Weaponsmith|Proficient Weaponsmith]] (5)''
 +
 
 +
 
 +
{{Dwarf|#999|10px}} [[Mason]] / [[Building designer]]
 +
: [[Personality]]: Affinity to art and creativity
 +
: [[Preferences]]: [[Stone]] / avoid stone not present at site
 +
* ''[[Mason|Proficient Mason]] (5)''
 +
* [[Building designer|Proficient Building designer]] (5)
 +
 
  
== Skills ==
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{{Dwarf|#990|10px}} [[Brewer]] / [[Cook]] -> [[Armorsmith]]
The selection and kombination of different starting skills depends on some simple considerations:
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: [[Preferences]]: [[Metal]]
* needs
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* [[Brewer|Proficient Brewer]] (5)
* training (speed, possibilities and costs)
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* [[Cook|Skilled Cook]] (4)
* expedient combinability
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* ''[[Armorsmith|Novice Armorsmith]] (1)''<sup>1</sup>
* free equipment
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* [[Furnace operator|Dabbling Furnace operator]] (0)<sup>2</sup>
* preferences
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=== Needs ===
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<br />
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.
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{{Dwarf|#00f|10px}} [[Miner]] / [[Stonecrafter]] -> [[Stonecrafter]]
* [[Appraiser]]
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: [[Personality]]: Affinity to art and creativity
* [[Judge of intent]]
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: [[Preferences]]: [[Stone]] / avoid stone not present at site
* [[Swimmer]]
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* ''[[Stone crafter|Proficient Stone crafter]]'' (5)
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.<br />
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* [[Miner|Proficient Miner]] (5)
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.<br />
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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.<br />
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=== Training ===
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{{Dwarf|#f00|10px}} [[Miner]] / [[Mechanic]] -> [[Mechanic]]
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: [[Personality]]: Activity
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* ''[[Mechanic|Proficient Mechanic]] (5)''
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* [[Miner|Proficient Miner]] (5)
  
  
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{{Dwarf|#ff0|10px}} [[Animal trainer]] -> [[Wood cutter]] -> [[Axedwarf]] -> [[Armorer]]
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: [[Personality]]: Cautiousness
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: [[Preferences]]: [[Metal]]
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* [[Wood cutter|Proficient Wood cutter]] (5)
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* [[Axedwarf|Skilled Axedwarf]] (4)
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* ''[[Armorer| Novice Armorer]] (1)''<sup>1</sup>
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* [[Animal trainer|Dabbling Animal Trainer]] (0)<sup>2</sup>
  
  
<br /><br /><br />{{Dwarf|{{COLOR:5:0:1}}|10px}} Novice Appraiser / (Novice Organizer) / (Novice Record keeper) / Novice Judge of intent
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<sup>1</sup> Choosen for [[Strange Moods]]<br />
 +
<sup>2</sup> Activate after [[Embark]]<br />
  
 
= Dragon defence =
 
= Dragon defence =

Revision as of 10:31, 18 November 2009

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
  • Play Dwarf Fortress

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

Starting build

Skills

Wood burner -> Metal crafter -> Carpenter -> Broker / Leader

Personality: Broker / Leader / Social
Preferences: wood / avoid problematic items or material ( Mandate#Mandates & preferences )


Weaponsmith -> Grower -> Weaponsmith

Preferences: Metal


Mason / Building designer

Personality: Affinity to art and creativity
Preferences: Stone / avoid stone not present at site


Brewer / Cook -> Armorsmith

Preferences: Metal


Miner / Stonecrafter -> Stonecrafter

Personality: Affinity to art and creativity
Preferences: Stone / avoid stone not present at site


Miner / Mechanic -> Mechanic

Personality: Activity


Animal trainer -> Wood cutter -> Axedwarf -> Armorer

Personality: Cautiousness
Preferences: Metal


1 Choosen for Strange Moods
2 Activate after Embark

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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