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Author Topic: Dwarf Fortress  (Read 11457 times)

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Esperath

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Re: Dwarf Fortress
« Reply #20 on: October 15, 2009, 10:42:57 PM »

Goblins break siege after about half of them die, so I set up a three-layered kill zone to catch the fleeing cowards.  It seems to work pretty well!

             

I also set EAT_SAPIENT_OTHER to acceptable, so guess who's butchering a bunch of goblins and making an obelisk out of goblin soap?   :perfect:
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Esperath

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Re: Dwarf Fortress
« Reply #21 on: October 16, 2009, 12:00:36 AM »

I also set EAT_SAPIENT_OTHER to acceptable, so guess who's butchering a bunch of goblins and making an obelisk out of goblin soap?   :perfect:

The answer is: not me.  Apparently it's hard-coded to prevent butchering of the sentient races, and the only way you can get cookable pieces of sentients is from HFS. :sadpanda:
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JDigital

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Re: Dwarf Fortress
« Reply #22 on: October 16, 2009, 04:34:47 PM »

I think my fort sucks. I found gold early on but that's heavy and thus hard to sell to traders. I've found no coal or magma (yet), so I have to run my smelter on what few trees I have. Nothing interesting is happening.
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François

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Re: Dwarf Fortress
« Reply #23 on: October 16, 2009, 05:56:46 PM »

It's difficult to start and maintain metal production and transformation in a young fortress. The cost/effort ratio isn't so hot compared to prepared food. On top of that, if you don't have many trees then you want to keep your wood for beds.

If you find precious metal early on, it's best to let it wait on the rock until your craftsdwarves have some experience under their belt and can really make something nice of it. (Not to mention, until your miners are good enough to make every square of stone into a piece of ore.) Personally I don't start metal works until I got good sources of tin, copper or iron, and enough workers and fuel that I don't have to micromanage everything.
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JDigital

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Re: Dwarf Fortress
« Reply #24 on: October 17, 2009, 06:09:13 AM »

I've also wondered what's the optimum setup when venturing forth. I usually sell one axe, buy more picks and seeds, then kit out my guys in a way that leaves me with nobody to fill half the roles. I try to cover all the basics without overlapping two parts of the same field on one guy - for example, the woodcutter and the woodworker are separate so that one dwarf can keep crafting while another collects wood. I still end up with nobody who knows how to work the glass blower.
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James Edward Smith

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Re: Dwarf Fortress
« Reply #25 on: October 17, 2009, 06:55:25 AM »

I tend to actually make my first carpenter a wood cutter as well. The reason is, I usually want anyone not doing a secondary job mining right at the start so that I can get a basic fort cut out relatively quickly without having to rush it and be left with something I can't reshape into the proper fortress I wanna end up with eventually. I don't want to have one guy dedicated to carpentering, and then another cutting wood for him, it's too many people not mining or hauling.

Also, you don't need wood objects that quickly early on anyway. One guy doing both cutting and fabrication is enough to get your first set of beds, barrels and bins out and that's all you need anyway. Everything else like doors, furnature and what have you, should be made out of stone anyway since wood is far harder to come by. Your mason is the only person who you want doing only his secondary job of masonry pretty much at all times so that you can get important early stuff like workshops, dining furnature and office furnature built quickly out of stone. Everyone else I make pretty much a dedicated miner with one of them being my trader/clerk trained guy (negotiation, appraisal, etc), one being my stonecrafter to make goods to sell, and the other being usually a smith or clothier/weaver. Then I have my two farmers, one of which is a cook, the other who is a brewer. They serve as predominantly haulers in the early stages until their farm plots and workshops are ready. Sometimes I send them out to gather wild edibles early on too. Oh also, my mason or one of my miners is usally a mechanic too.

Most new immigrants, I put on mining duty before I train them in anything else so that they are tough in case I need soldiers. But anyone that I plan on using as a carpenter, wood crafter, or even some sort of funace operator or smith, I put on wood cutting duty for the same purpose, but so that they fuel their eventual secondary skilled trade.
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Esperath

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Re: Dwarf Fortress
« Reply #26 on: October 17, 2009, 08:56:56 AM »

I like the wiki's suggestion of putting one moodable skill and one non-moodable skill on each dwarf, so that you cover many bases while maximizing the chance of getting legendary dwarfs early on.  It also leads to early production of high-quality gear.

My preferred starting build is:

7 picks
No axe
No anvil
A bajillion wood
A bajillion food, booze, specialty stones, and whatever else you want

My skillset is:

5 carpenter / 5 brewer
5 mason / 5 siege engineer
5 weaponsmith / 5 grower
5 armorsmith / 5 grower
5 stonecrafter / 5 mechanic
5 leatherworker / 5 cook
5 clothier / 1 building designer / 4 leader

Why siege engineer?  It's a pain in the ass to train and I want my mason doing his job basically 24/7.  Why the clothier leader?  Until I find a replacement, he will be doing the broker and hoardmaster jobs and I don't want the tard distracted by other jobs when he should be trading and/or counting.

I toggle mining on everyone until my main area is carved out, as mining builds up dwarfy stats very quickly.  I then toggle off the carpenter, mason, and mechanic and set them to churn out stuff at the workshop.

The growers keep mining until I get a decent farm plot squared away, then I untoggle mining from them, as well.  At this point, at least one dwarf gets animal caretaking/training toggled so I can make some war dogs.  By now, I should have enough mechanisms to drop a few rows of stone fall traps.

The cook gets mining untoggled once I start bringing in some food.  The leader doesn't get untoggled until either the first wave of immigrants or the first caravan comes.

At least one anvil almost always shows up with the fall caravan, so I make sure to trade for one then.  Since I bring along at least 150 wood, I don't need a wood cutter for a while.  I will generally give that skill to a pleb immigrant once I've either traded for or made an axe.
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Doom

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Re: Dwarf Fortress
« Reply #27 on: October 17, 2009, 09:08:45 AM »

Da Boss - 5 Judge of Intent, 5 Appraiser, 5 Miner
Da Boyz - 5 Miner, 5 Miner
Da Wood Guy - 5 Woodworker
Da Grower - 5 Herbalist, 5 Grower
WHO CARES - Peasants defined by whatever duties I thrust upon them as I need them. Usually Masonry.

No Anvil, No Wood, 3 picks, 1 axe. 4 Dogs, 1 Cat. 400+ Booze.

I am an amateur Dorf Forter, but I find that the penalties associated with forcing a guy to learn a task new generally don't matter. I could be wrong.

I generate cash for the first Dwarven Caravan and hope to get an anvil by mass-producing stone crafted goods, usually with the stragglers with undefined skills. This often results in me lucking out and getting a legendary Stone-crafter if he gets a mood, making every subsequent Dwarven Caravan a freeding frenzy. HERE'S A BIN OF LEGENDARY STONE CRAP, THANKS FOR EVERYTHING.

After my first wave of immigrants, I actually take Da Leader and toggle everything off and force him to Book-keep perfect records until Legendary. Since he also does all the mining, him and Da Boyz will generally end up with 1+ Legendary Stats.

To date, I've extorted every non-Dwarven Caravan I've seen. I dunno if the limit is ridiculously high or what, but they've not started war in five years of doing this in some games.
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Detonator

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Re: Dwarf Fortress
« Reply #28 on: October 17, 2009, 11:36:46 AM »

Here is the wiki guide, which also links to sample builds.

My starting build is usually something like Geo's.  Note that if you bring a small amount of each type of food, you get loads of free barrels.

Quote
Many builds recommend that you bring many different cheap foods, in quantities ending in a "1" (1, 11, 21, etc.), and alcohols in amounts ending in a "1" or "6". This is to maximize the number of free barrels you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/. More barrels will let you build a larger stockpile for your first winter and conserves the wood you need to cut and shape in the early game for beds and other necessities.
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Esperath

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Re: Dwarf Fortress
« Reply #29 on: October 17, 2009, 12:35:23 PM »

I think wooden barrels have a base cost of 5 (maybe 10?), so it is economically efficient to just buy one of every food that costs 6 or less.  It is also worth buying 11 turtles and 11 cave lobsters so that you'll have sufficient shell for strange moods.

I also do the 4 dog / 1 cat build so that I can churn out lots of war dogs early on, and have a dog factory later in the game.
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James Edward Smith

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Re: Dwarf Fortress
« Reply #30 on: October 23, 2009, 01:01:13 PM »

Note that if you bring a small amount of each type of food, you get loads of free barrels.

Yeah, I usually use this concept to try and get a few more starting bags too by bringing 1 unit of all the powders and stuff like that.
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François

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Re: Dwarf Fortress
« Reply #31 on: December 31, 2009, 01:59:53 PM »

Toady One apparently has H1N1.

I've made it a policy of mine not to worry about that sort of thing, but it still blows.
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Ziiro

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Re: Dwarf Fortress
« Reply #32 on: March 17, 2010, 12:17:46 PM »

The new version release is relatively close, I think. He's on the Bug-fixing phase.

Secondly: has anyone here tried Stonesense? It seems like the absolute best solution to DF Graphics, but I'm not sure how well it runs/how well it works.
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François

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Re: Dwarf Fortress
« Reply #33 on: March 17, 2010, 12:32:32 PM »

I didn't even know that existed; I've been following the devlog but not the forums. The screenshots are impressive, in any case. It's gonna take a lot to convince me not to try it tonight, heh.
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François

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Re: Dwarf Fortress
« Reply #34 on: March 26, 2010, 02:26:25 PM »

Stonesense?

Alright so it's real pretty and seems to run okay on my machine so far (haven't tried it on a massive fort yet). That said, I couldn't see myself playing it straight up as it is, there's just too much important information that doesn't show. It's still nice as a visualizer that you start every once in a while to admire your stuff, though.

In other news...

Quote
The current situation is that I expect a (buggy!) Windows release in about a week

:omg:

SQUEEEEEE
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Detonator

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Re: Dwarf Fortress
« Reply #35 on: March 30, 2010, 12:13:59 AM »

Here's a guide to everything that will be new in the next version.

It's... uh... holy shit this is insane.  I keep up to date with the devlog, but seeing everything in one place like this is pretty amazing.
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Esperath

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Re: Dwarf Fortress
« Reply #36 on: March 30, 2010, 01:07:12 AM »

Welp, this is going to add a term onto my grad school length.

Which means that Starcraft 2 might actually come out before I graduate, perpetuating the cycle of sloth.
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Esperath

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Re: Dwarf Fortress
« Reply #37 on: April 01, 2010, 01:00:56 AM »

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Esperath

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Re: Dwarf Fortress
« Reply #38 on: April 01, 2010, 01:05:05 AM »

Quote from: Toady One
It has been a long journey, and it is ongoing.  This release has all of the new stuff we've been talking about for more than a year, but it is quite buggy.  I also still need to do the merge with the OpenGL/Mac/Linux stuff as I mentioned in the dev log.  We have a new bug tracker at http://www.bay12games.com/dwarves/mantisbt/  which we are going to try out (I haven't set up the categories yet).  Expect it to be populated over the next few days with hundreds of issues.  All the same, the testers seemed to be able to enjoy themselves, so please try everything out and have fun!
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Esperath

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Re: Dwarf Fortress
« Reply #39 on: April 01, 2010, 01:05:41 AM »

Getting a lot of keystroke lag, but I'll see how playable this is.
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