User:Naros

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My Embarks

Brown

The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well. The Ranger I try to keep safe, but he still wins the Most Likely To Die In An Ambush competition. The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the cannonfodder masses.

I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct. So preferably the soldiers should be male to keep the baby death-tole low.


Many Dwarf Embark

Job Title Skills Comments
Foreman Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,
Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Armoursmith 1
Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.
In his spare time, he hopefully sits around and makes friends, and trains his social skills.
Doctor Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,
Suturer 1, Weaponsmith 1
Must like helping others.
Weaponchef Cook 5, Weaponsmith 5 Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.
Primarily occupied with making and hauling food. Main Weaponsmith when needed.
Armourbrewer Brewer 5, Armoursmith 5 Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.
Primarily occupied with making booze and hauling food. Main Armoursmith when needed.
Farmer 1 Grower 5, Mechanic 5 Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.
For building quality Mechanisms, not for resetting the traps at the front door, where he can be killed.
Farmer 2 Grower 5 Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector
Ranger Dodger 4, Axedwarf 5, Weaponsmith 1 Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.
Outdoors dwarf, accompanied by War Animals.
Miner 1 / Crafter Marksdwarf 5, Shield User 5 Assign Miner, Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,
(Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.
Miner 2 / Carpenter Armour User 5, Hammerdwarf 5 Assign Miner, Stone Detailer & Carpenter, Tanning, Leatherworker.
Mason Mason 5, Dodger 5
Trainer 1 Teacher 4, Leadership 5, Weaponsmith 1 This guy will be the military commander.
Trainer 2 Teacher 5, Student 4, Weaponsmith 1 This guy is here to accelerate training, or see how it affects it, and later lead his own squad.
Watchman Observer 5, Wrestler 4, Weaponsmith 1 First soldier

Standard 7 dwarf embark

Job Title Skills Comments
Foreman Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,
Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Armoursmith 1
Assign as Bookkeeper, Expedition Leader, Manager & Broker. A change from my usual Mechanic-Leader mix.
In his spare time, he hopefully sits around and makes friends, and trains his social skills.
Ranger Dodger 4, Axedwarf 5, Weaponsmith 1 Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.
Outdoors dwarf, accompanied by War Animals.
Miner 1 Miner 5, Shield User 5 Assign Stone Detailer. Future military dwarf.
Miner 2 Miner 5, Marksdwarf 5 Assign Stone Detailer. Future military dwarf.
Miner 3 Miner 5, Armour User 5 Assign Stone Detailer. Future military dwarf.
Weaponchef Cook 5, Weaponsmith 5 Assign Furnace Operator, Woodburner as well as Butchering & Tanning to turn the wagon-pullers into useful resources. :P
Primarily occupied with making and hauling food. Main Weaponsmith when needed.
Armourbrewer Brewer 5, Armoursmith 5 Assign Furnace Operator, Wood Burner & Carpenter.
Primarily occupied with making booze and hauling food. Main Armoursmith when needed.

Notes: Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark. Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality. I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.


Low-pop 7 dwarf embark

Job Title Skills Comments
Foreman Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,
Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Armoursmith 1
Assign as Bookkeeper, Expedition Leader, Manager & Broker. A change from my usual Mechanic-Leader mix.
In his spare time, he hopefully sits around and makes friends, and trains his social skills.
Ranger Dodger 4, Axedwarf 5, Weaponsmith 1 Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.
Outdoors dwarf, accompanied by War Animals.
Miner 1 Miner 5, Shield User 5 Assign Stone Detailer. Future military dwarf.
Miner 2 Miner 5, Mechanic 5 Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,
Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.
Weaponchef Cook 5, Weaponsmith 5 Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering & Tanning to turn the wagon-pullers into useful resources. :P
Primarily occupied with making and hauling food. Main Weaponsmith when needed.
Armourbrewer Brewer 5, Armoursmith 5 Assign Furnace Operator, Wood Burner & Carpenter.
Primarily occupied with making booze and hauling food. Main Armoursmith when needed.

Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.


New fort, new experiments

Job Title Skills Comments
Foreman Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,
Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1
Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.
In his spare time, he hopefully sits around and makes friends, and trains his social skills.
Doctor Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,
Suturer 1
Must like helping others.
Miner 1 Marksdwarf 5, Shield User 5 Assign Miner
Miner 2 Armour User 5, Hammerdwarf 5 Assign Miner
Miner 3 Dodger 5, Axedwarf 5 Assign Miner
Trainer Teacher 5, Leadership 5 This guy will be the military commander.
Watchman Observer 5, Wrestler 5 First soldier


Skills in bold are the moodable skill.

DFusion scrips

"Combat Ready"

This script removes below-average stats from your dwarves.

It is intended for use on the starter 7, if you wish to do a low population fort. Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.

It is intentionally simple, and has an easy to read and edit list of if-then statements so it is easy to edit even for those who are not scripters.

To get it to work, copy this to your \dfusion\tools\init.lua file


-- This script will elevate all the physical attributes of a unit
-- to the average value of that attribute
-- usage is: target a unit in DF, and execute this script in dfhack
-- You will have to change the numbers below, as my dwarves are slightly dwarfier
-- by Naros, based on a script by vjek
-- Praise Armok!

function tools.combat_ready()
unit=dfhack.gui.getSelectedUnit()
if unit==nil then
print ("No unit under cursor! Abort! Abort! Abort!")
return
end

if unit.body.physical_attrs.STRENGTH.value <= 1500 then
unit.body.physical_attrs.STRENGTH.value=1500
end
if unit.body.physical_attrs.AGILITY.value <= 900 then
unit.body.physical_attrs.AGILITY.value=900
end
if unit.body.physical_attrs.TOUGHNESS.value <= 1500 then
unit.body.physical_attrs.TOUGHNESS.value=1500
end
if unit.body.physical_attrs.ENDURANCE.value <= 1500 then
unit.body.physical_attrs.ENDURANCE.value=1500
end
if unit.body.physical_attrs.RECUPERATION.value <= 1250 then
unit.body.physical_attrs.RECUPERATION.value=1250
end
if unit.body.physical_attrs.DISEASE_RESISTANCE.value <= 1250 then
unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250
end
if unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value <= 1250 then
unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value=1250
end
if unit.status.current_soul.mental_attrs.FOCUS.value <= 1500 then
unit.status.current_soul.mental_attrs.FOCUS.value=1500
end
if unit.status.current_soul.mental_attrs.WILLPOWER.value <= 1250 then
unit.status.current_soul.mental_attrs.WILLPOWER.value=1250
end
if unit.status.current_soul.mental_attrs.CREATIVITY.value <= 1250 then
unit.status.current_soul.mental_attrs.CREATIVITY.value=1250
end
if unit.status.current_soul.mental_attrs.INTUITION.value <= 1250 then
unit.status.current_soul.mental_attrs.INTUITION.value=1250
end
if unit.status.current_soul.mental_attrs.PATIENCE.value <= 1250 then
unit.status.current_soul.mental_attrs.PATIENCE.value=1250
end
if unit.status.current_soul.mental_attrs.MEMORY.value <= 1500 then
unit.status.current_soul.mental_attrs.MEMORY.value=1500
end
if unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value <= 1250 then
unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value=1250
end
if unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value <= 1400 then
unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value=1400
end
if unit.status.current_soul.mental_attrs.MUSICALITY.value <= 1250 then
unit.status.current_soul.mental_attrs.MUSICALITY.value=1250
end
if unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value <= 1250 then
unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value=1250
end
if unit.status.current_soul.mental_attrs.EMPATHY.value <= 1250 then
unit.status.current_soul.mental_attrs.EMPATHY.value=1250
end
if unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value <= 1250 then
unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value=1250
end
if unit.status.current_soul.traits.ANXIETY >= 50 then
unit.status.current_soul.traits.ANXIETY = 50
end
if unit.status.current_soul.traits.ANGER <= 50 then
unit.status.current_soul.traits.ANGER = 50
end
if unit.status.current_soul.traits.DEPRESSION >= 50 then
unit.status.current_soul.traits.DEPRESSION = 50
end
if unit.status.current_soul.traits.SELF_CONSCIOUSNESS >= 50 then
unit.status.current_soul.traits.SELF_CONSCIOUSNESS = 50
end
if unit.status.current_soul.traits.IMMODERATION >= 55 then
unit.status.current_soul.traits.IMMODERATION = 50
end
if unit.status.current_soul.traits.VULNERABILITY >= 45 then
unit.status.current_soul.traits.VULNERABILITY = 50
end
if unit.status.current_soul.traits.FRIENDLINESS <= 50 then
unit.status.current_soul.traits.FRIENDLINESS = 50
end
if unit.status.current_soul.traits.GREGARIOUSNESS <= 50 then
unit.status.current_soul.traits.GREGARIOUSNESS = 50
end
if unit.status.current_soul.traits.ASSERTIVENESS <= 70 then
unit.status.current_soul.traits.ASSERTIVENESS = 50
end
if unit.status.current_soul.traits.ACTIVITY_LEVEL <= 60 then
unit.status.current_soul.traits.ACTIVITY_LEVEL = 50
end
if unit.status.current_soul.traits.EXCITEMENT_SEEKING <= 50 then
unit.status.current_soul.traits.EXCITEMENT_SEEKING = 50
end
if unit.status.current_soul.traits.CHEERFULNESS <= 50 then
unit.status.current_soul.traits.CHEERFULNESS = 50
end
if unit.status.current_soul.traits.IMAGINATION <= 50 then
unit.status.current_soul.traits.IMAGINATION = 50
end
if unit.status.current_soul.traits.ARTISTIC_INTEREST <= 50 then
unit.status.current_soul.traits.ARTISTIC_INTEREST = 50
end
if unit.status.current_soul.traits.EMOTIONALITY <= 50 then
unit.status.current_soul.traits.EMOTIONALITY = 50
end
if unit.status.current_soul.traits.ADVENTUROUSNESS <= 50 then
unit.status.current_soul.traits.ADVENTUROUSNESS = 50
end
if unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY <= 50 then
unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY = 50
end
if unit.status.current_soul.traits.LIBERALISM >= 50 then
unit.status.current_soul.traits.LIBERALISM = 50
end
if unit.status.current_soul.traits.TRUST <= 50 then
unit.status.current_soul.traits.TRUST = 50
end
if unit.status.current_soul.traits.STRAIGHTFORWARDNESS ~= 50 then
unit.status.current_soul.traits.STRAIGHTFORWARDNESS = 50
end
if unit.status.current_soul.traits.ALTRUISM <= 65 then
unit.status.current_soul.traits.ALTRUISM = 50
end
if unit.status.current_soul.traits.COOPERATION ~= 50 then
unit.status.current_soul.traits.COOPERATION = 50
end
if unit.status.current_soul.traits.MODESTY ~= 50 then
unit.status.current_soul.traits.MODESTY = 50
end
if unit.status.current_soul.traits.SYMPATHY <= 50 then
unit.status.current_soul.traits.SYMPATHY = 50
end
if unit.status.current_soul.traits.SELF_EFFICACY <= 50 then
unit.status.current_soul.traits.SELF_EFFICACY = 50
end
if unit.status.current_soul.traits.ORDERLINESS <= 60 then
unit.status.current_soul.traits.ORDERLINESS = 50
end
if unit.status.current_soul.traits.DUTIFULNESS <= 60 then
unit.status.current_soul.traits.DUTIFULNESS = 50
end
if unit.status.current_soul.traits.ACHIEVEMENT_STRIVING <= 50 then
unit.status.current_soul.traits.ACHIEVEMENT_STRIVING = 50
end
if unit.status.current_soul.traits.SELF_DISCIPLINE <= 50 then
unit.status.current_soul.traits.SELF_DISCIPLINE = 50
end
if unit.status.current_soul.traits.CAUTIOUSNESS <= 50 then
unit.status.current_soul.traits.CAUTIOUSNESS = 50
end
end

tools.menu:add("Combat Ready",tools.combat_ready)


How do I stop myself from just cheating my way to legendary skills and the like?

I thought perhaps someone out there might find this of use.

I'm pretty much a perfectionist when it comes to DF, and as the above script shows, I'm not above making it so I have at least average dwarves. Likewise I enjoy transforming the layers I build my fort in to Obsidian.

I keep myself from going overboard by only removing things, or replacing them with equal value. Preferably the former. For example, making all immigrants have 0 skills when they arrive is okay, but I'll not add a single XP worth of skill to any dwarf.

ASCII Art Reward

,.sssssUss,.,.

Stoats swarmed around the knight's legs. His journey was almost complete. On the other side of the marsh lay the walled city of Blandork. It was there they held his sister. She was to be married to the sissy Rickbald, third son of the king. The knight gripped the hilt of his sword. He would not let his blood be mixed with that of a Blandork.

"Sir William," said one of the stoats, "we must hurry, lest we miss the wedding."

Once at the gate, William found it barred. A guard approached him and was dispatched with a swift kick to the lower body. The knight shoved the door, but it was locked. He looked through the keyhole to see gaudily dressed men and women rushing about in preparation for the marriage ceremony. William picked up one of the stoats.

"You must find me the key," said William. "Quickly now."


Thanks again, Tarn and Zach