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.

Editing v0.31 Talk:Quickstart guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 26: Line 26:
 
:::: First, keep in mind that this particular thread predates major changes to the guide so any more threads with feedback should probably be started somewhere below to avoid confusion. Anyway, the original reasoning behind the "build living quarters on level -7" is that dwarves can be awakened by noise from activities on upper levels, but I'm not sure if this is any longer the case in the current version. It shouldn't actually take any longer to build a single stairwell 7 levels down than it does to dig a tunnel 7 tiles long. How long is it taking and how are you going about it? Also, aside from dumping there isn't much of any way to directly control dwarves. You pretty much just specify things for them to do, build, put things, etc, and they take on jobs and perform them as hardcoded priorities allow.... Perhaps I should add something about that.... --[[User:Ral|Ral]] 00:08, 12 May 2011 (UTC)
 
:::: First, keep in mind that this particular thread predates major changes to the guide so any more threads with feedback should probably be started somewhere below to avoid confusion. Anyway, the original reasoning behind the "build living quarters on level -7" is that dwarves can be awakened by noise from activities on upper levels, but I'm not sure if this is any longer the case in the current version. It shouldn't actually take any longer to build a single stairwell 7 levels down than it does to dig a tunnel 7 tiles long. How long is it taking and how are you going about it? Also, aside from dumping there isn't much of any way to directly control dwarves. You pretty much just specify things for them to do, build, put things, etc, and they take on jobs and perform them as hardcoded priorities allow.... Perhaps I should add something about that.... --[[User:Ral|Ral]] 00:08, 12 May 2011 (UTC)
  
::::: Firstly, with the caveat that I'm a rank newbie, the problem is not merely that we dig down eight levels. The problem is that we excavate an entire extra level before doing that, and that we have to divide our attention between the surface layers and the sleeping quarters. We're not told why it has to be this way. We do not know whether there might be caves full of fire and brimstone and burrowing Balrogs in the layers between. We're not given any sort of timeframe to work with either, so we have no way of knowing if we're making good time. While we're trying to figure out this, our limited control over labors is tested by the distance to the planting fields, and we don't realize why the plump helmets rot unattended. The tutorial tries to be helpful, but (particularly after a while) falls into the trap of assuming that the reader will understand by inferring the relationships.  
+
::::: Firstly, with the caveat that I'm a rank newbie, the problem is not merely that we dig down eight levels. The problem is that we excavate an entire extra level before doing that, and that we have to divide our attention between the surface layers and the sleeping quarters. We're not told why it has to be this way. We do not know whether there might be caves full of fire and brimstone and burrowing Balrogs in the layers between. We're not given any sort of timeframe to work with either, so we have no way of knowing if we're making good time. While we're trying to figure out this, our limited control over labors is tested by the distance to the planting fields, and we don't realize why the plump helmets rot unattended. The tutorial tries to be helpful, but (particularly after a while) falls into the trap of assuming that the reader will understand by inferring the relationships.
  
 
::::: So as constructive criticism, I would say the tutorial was informative and useful until [http://df.magmawiki.com/index.php/v0.31:Quickstart_guide#Strike_The_Earth.21 Strike the Earth]. At that point, we're told stuff without the requisite context. Why is a long, narrow corridor easy to defend? How does one defend at all? What does a jeweler have to do with getting basic amenities into position (food, drink, rest)? What's the real purpose of the administrator? Et cetera. The fact that the tutorial is billed as the most up to date on the wiki (the DF build icon) meant I trusted it to be so, and that could have been one reason for the disconnect. --Eleas (unregistered) 00:22, 13 May 2011 (GMT +1:00).
 
::::: So as constructive criticism, I would say the tutorial was informative and useful until [http://df.magmawiki.com/index.php/v0.31:Quickstart_guide#Strike_The_Earth.21 Strike the Earth]. At that point, we're told stuff without the requisite context. Why is a long, narrow corridor easy to defend? How does one defend at all? What does a jeweler have to do with getting basic amenities into position (food, drink, rest)? What's the real purpose of the administrator? Et cetera. The fact that the tutorial is billed as the most up to date on the wiki (the DF build icon) meant I trusted it to be so, and that could have been one reason for the disconnect. --Eleas (unregistered) 00:22, 13 May 2011 (GMT +1:00).
Line 32: Line 32:
 
:::::: Currently it is the most up-to-date. It's true that at some point I kind of start glossing over things a bit, but I was trying to keep it from getting too long and it's about 10 times longer than it was before I started working on it. (You would have found the original one totally worthless, most likely.) Part of the reason that it's not more detailed is that it's supposed to be "quick" and cover more material in less detail than a normal tutorial. You might want to check out [[Bentgirder]] which covers less material but covers it in more detail I think.  I did actually update some stuff in the quickstart quite to address the fortress design stuff, but the game is so complex that there's no way to explain everything that might happen as you might be able to in SimCity. --[[User:Ral|Ral]] 22:41, 12 May 2011 (UTC)
 
:::::: Currently it is the most up-to-date. It's true that at some point I kind of start glossing over things a bit, but I was trying to keep it from getting too long and it's about 10 times longer than it was before I started working on it. (You would have found the original one totally worthless, most likely.) Part of the reason that it's not more detailed is that it's supposed to be "quick" and cover more material in less detail than a normal tutorial. You might want to check out [[Bentgirder]] which covers less material but covers it in more detail I think.  I did actually update some stuff in the quickstart quite to address the fortress design stuff, but the game is so complex that there's no way to explain everything that might happen as you might be able to in SimCity. --[[User:Ral|Ral]] 22:41, 12 May 2011 (UTC)
  
::::::: Fantastic article! I feel the comments, while constructive, fail to express the gratitude that countless readers owe you. What I feel is lacking from DF newb guides is an explanation of top-level game concepts/advice: - Get the latest version of the game and load graphics if full ASCII is daunting; get the lazy newb pack for a quick start. - Dwarves are not controlled manually but rather undertake 'jobs' defined by the player. - Don't worry about keeping your expeditionary party's skill sets 'clean': focus on getting started before becoming obsessive over roles. - Rather than spending 10+ hours reading up and delving into specifics, follow a step-by-step startup guide such as <http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/>. Again, fantastic article and thank you for paving my transition from Caesar/Civ/GalCiv into this new vice! ^-^
 
  
 
:::::::: "Below the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a dining hall, one a kitchen, and one a still"  Wouldn't building your dinning hall below your bedrooms disrupt your dwarfs' sleep?  According the the [[noise]] article eating travels 1 tile, including on the z axis. Course, unless you build it 9 tiles away from everything, it seems almost impossible to avoid such a fate. [[User:XB-70|XB-70]] 23:03, 14 September 2011 (UTC)
 
:::::::: "Below the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a dining hall, one a kitchen, and one a still"  Wouldn't building your dinning hall below your bedrooms disrupt your dwarfs' sleep?  According the the [[noise]] article eating travels 1 tile, including on the z axis. Course, unless you build it 9 tiles away from everything, it seems almost impossible to avoid such a fate. [[User:XB-70|XB-70]] 23:03, 14 September 2011 (UTC)

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: