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v0.31:Important advice

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Revision as of 11:21, 23 January 2011 by 213.134.175.225 (talk) (→‎Advice: -dead link)
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This article is about an older version of DF.

Here are a few things to keep in mind when playing Dwarf Fortress.

Above all, one must remember that losing is Template:L! Be prepared to lose a few fortresses before you get the hang of things – it can be easy to accidentally kill the entire fortress while playing around with the different mechanics. But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.

If you cannot find your answer on this wiki, check out the forums at Bay12games.com

DF 2010 Advice

  • Soap is very important now. If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.
  • Do not take on an armoured opponent with your fists; you will lose. Wrestling is no longer very effective and the use of quality weapons is strongly encouraged. It is still faster than using training weapons of any type, though.
  • To easily create an underground farm, channel above where you want the farm to be and remove all the down ramps. Designate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets). Don't channel from the surface; that will just make it an aboveground farm. Put your farm at least two levels underground and then channel a layer above that. Aboveground farms can be made without muddying the ground, despite the warning.
  • Soil now has to be irrigated in order for underground crops to grow on it. Make sure your map has some immediate access to water at the start or you're going to be relegated to surviving off prickle berries and wild strawberries for however long it takes you to breach into the first cavern layer.
  • Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a Template:L (or Template:L) results in much Template:L. Make sure to properly train and equip your soldiers before breaching the depths. Equipment is much more important than before.
  • The new resource allocation defaults (defined in init) means that dwarves stack resources far more efficiently into barrels than they used to. The net result is that the average number of barrels/bins you need has roughly halved compared to 40d. This means that you can put more of that precious wood towards beds in the early game as opposed to logging half the map to supply containers for your precious booze.

Advice

  • Keep in mind that Dwarf Fortress doesn't have a "win" condition. It just has a long series of "lose" conditions.
    • (Well, really just one lose condition {all your Dwarfs die}, but many ways to accomplish it.)
    • Not a loss if you only have children and insane adults left. Migrants might come and kids might live long enough to grow up.
    • What about {Abandon Fortress}?
    • Arguably all funny unintended end of a fortress are 'win' because we're whores for despair and dystopia, and stop playing is 'losing'. Some other players argue it's exactly the opposite. This usually distinguishes between hardcore players, and hardcore-er players (no casual players stick with it long enough to argue either view).
  • Learn the Template:L. There are lots, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.
  • If your game is running slowly, learn how to Template:L. Perhaps try a 3x2 size embark.
  • Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than after crash having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, all over again.
    • In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/d_init.txt file.
  • Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.
  • Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default Template:L, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.

Tips

  • Dwarves thrive on Template:L. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.
  • Dwarves also need Template:L, obviously - and a good Template:L (and a nice dining hall) go a long way towards keeping your fortress happy.
    • Don't cook all your alcohol or all your Template:Ls (or all the things that leave seeds). (z >> Kitchen).
  • Dwarves tend to get trapped easily. They like Template:L, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.
  • Construction and combat are Template:L. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.
  • Workshops will become Template:L once they have 15 average goods in them (more for Template:Ls, less for Template:Ls). Make stockpiles to receive the goods, and have ample Template:Ls, and/or more than one of a workshop that's likely to get cluttered.
  • Template:L can help take care of invaders at no risk to your dwarves. Any fortress can build a bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).
  • Having a dwarf with the Appraiser skill to be your Template:L will help a lot when Template:L. Otherwise, you can't see how much an item is worth.
  • Template:Ling some Template:Ls by your front door may deter thieves.
  • Remember that dwarves can be assigned new Template:L at any time. If your carpenter has died, your farmer can start making beds. (He won't be good at it, since he doesn't have the skill, but lowest-quality beds are better than sleeping on the ground.)
  • Idle carpenters? It's hard to have too many Template:Ls (or too many Template:Ls... Template:Ls for the next wave of Template:Ls are pretty handy too). Idle masons? You can fit a lot of Template:Ls into your fortress, and buildings constructed from Template:Ls add value over rough stone.
  • Too many Template:Ls? Don't know what to do with them? Have you started an Template:L yet?
  • When setting a Template:L source (for designated drinking zones) or a Template:L zone, remember that only walkable tiles are valid - you need only mark the shore.
  • When in doubt, wall off the outside world and do soldier training for a year.

Tricks

  • To find a dead dwarf, go under status (z), then select stock>>corpses. Hit tab, and use z to zoom to the particular dwarf to find a hint on where and how he died.
  • Don't like all the stone laying around? Instead of using a stone Template:L create a 1-square garbage Template:L and Template:L (d,b,d) the stone. Reclaim (d,b,c) the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop). Also use the mouse to paint which stones to dump.
    • Template:L from the garbage zone won't spread diagonally. Making your garbage dump a 1-tile room dug diagonally into a corner means you won't even need a door.
  • Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for Template:L) next to your workshop and close the dwarf in. Don't forget there's a z-axis, so make sure there aren't unwanted materials above/below your workshop.
  • The Standing Orders (o) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood and refuse or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.
  • Hitting x when building a building (especially a cage) expands the list of items, so you can pick one with a specific Template:L (a nice bed for a noble's bedroom, or a cheap door for the garbage room).
  • If you're scanning the outdoors for your next swath of Template:Ls, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.
    • Speaking of timber, try designating some high-traffic lanes (d o h) outside radiating away from your front door to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly Template:L spots scattered around on a sandy map.)
  • Build a walled Template:L garden outside your fortress so that your dwarves don't get Template:L. Or a protective wall around the outdoors well.
    • Also Equally Effective. In any central stairways dig up to the surface. Any dwarfs moving through that central stairway will receive there daily dose of sunlight. You could do the same for a meeting hall or statue garden, but just do it underground.
      • Although, keep in mind that you still probably want to minimize access points to your fortress. Really, any opening could be used by animals or enemies to get into your fortress. You should be able to close it in again afterwards, and the light will remain anyways, as once a tile becomes light, it doesn't stop being so. (Well, not yet anyways)
  • Template:L for basic items like Template:L and Template:L. They're cheap, and it's easier than gathering them yourself.