v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

v0.31 Talk:Bentgirder

From Dwarf Fortress Wiki
Revision as of 18:38, 28 July 2010 by Strangething (talk | contribs) (→‎Population Growth: new section)
Jump to navigation Jump to search

The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0

To Do

Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section.

The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. --Strangething 02:32, 14 July 2010 (UTC)

I think the key is to provide the start which you've done, trying to keep it simple. The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of "now I've got the basics, how does milking/various industries/war/etc go." I think pictures here and there are a great idea. Do you need to worry about init settings? (varied ground, hidden engravings, etc) That was tough for me in the beginning.--Kwieland 04:50, 14 July 2010 (UTC)

Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the "Keys used" block standard in each section. (Who did that, BTW? Stand up and take the credit.) --Strangething 06:01, 21 July 2010 (UTC)

Constructions - Done! --Kwieland 19:54, 21 July 2010 (UTC)

The Big Split

I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --Strangething 04:35, 17 July 2010 (UTC)

Like so: Template:BentgirderTOC

Pictures

I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --Used 18:16, 13 July 2010 (UTC)

I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --Strangething 22:03, 13 July 2010 (UTC)
Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --Used 08:29, 15 July 2010 (UTC)


Problems and Nitpicks

There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list.

  • There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)
  • The site has no flux. Steel-making is a more important part of the game in 2010.
  • The site freezes in winter.
  • Kubuk should have had Leader skill as well as Teacher


From "Meet Morul"

Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable. If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun

Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething

Mugs are not the most efficient

I disagree strongly that mugs are the most efficient stonecraft product. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here. (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have three tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.

In armor, a single bar of metal can produce many types of armor. There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale). This is for 31.10, so I haven't checked for the most recent update. Basic take home message is if you want to set up an industry, you need to look at all the factors.

In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --Quietust 18:56, 23 July 2010 (UTC)
I just checked this. Mugs are the most cost efficient. mugs>crafts>musical instruments & toys simply because of the number created.--Kwieland 11:10, 26 July 2010 (UTC)

Population Growth

I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --Strangething 18:38, 28 July 2010 (UTC)