DWARF FORTRESS
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Re: DWARF FORTRESS
Gota wrote:what about a nuclear silo!!
that'd be a lava flooding device
Re: DWARF FORTRESS
Who needs a small nuke blast when you can flood the entire overworld with lava!?Gota wrote:what about a nuclear silo!!
Edit: hivemind
Re: DWARF FORTRESS
ok guys can you guide me through it a bit.. should i make all my starting dwarfs miners and woodcutters at start?what buildings should i build first?how many works should be done be a dwrf?is it better to assign him with 2-3 jobs or more?
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Re: DWARF FORTRESS
I used to start with 1 miner, 1 woodcutter/carpenter, 1 mason/mechanic, 1 fisherdwarf, 1 brewer/cook/grower and 2 full time growers. Then I just build every workshop I need: carpentry to make doors and barrels, mason's workshop to build doors, still to make precious booze, fishery to process all of the fish you catch. Meanwhile, try and get a farm up and running. Depending on the map, the rest is easy.
I try to keep dwarfs assigned to a single job, but that's quite difficult with 7 dwarfs in the beginning...
I try to keep dwarfs assigned to a single job, but that's quite difficult with 7 dwarfs in the beginning...
Re: DWARF FORTRESS
So. Much. Win.Michilus_nimbus wrote:BOOM BABY
Re: DWARF FORTRESS
Isn't that kind of food heavy? I mean, I only bring one Grower / Brewer, and that's enough to have massive, obnoxious, stockpile choking quantities of food really quickly. I can't imagine how much food you must get.Michilus_nimbus wrote:I used to start with...
My start:
3x Miners
1x Mason / Carpenter / usually leader
1x Ambusher / Marksdwarf / Butcher / Tanner (free leather armor and crossbow - I use engraving to boost stats when there are no animals to hunt)
1x Woodcutter / Axedwarf (starting with a couple military unit really helps to fend off hostiles in the more dangerous locations, and anyway logs always tend to be the limiting reagent in my forts)
1x Grower / Brewer, either cook or herbalist as well, usually.
I usually bring at least 4 dogs as well - dogs chained near the main entrance are the best defense against thieves.
3 miners means I've usually dug out my entire fort (workshops, housing, offices, dining room, storage) and starting strip mining z levels for resources by the time the first immigrants arrive.
Re: DWARF FORTRESS
The starting professions arent really that important since you can get any dwarf to do any job independent of his skill level (with a few special exceptions, but those exceptions arent anything basic). But I would recomend bringing an anvil since you cant make metal objects without one and an anvil is a metal object if you understand what I mean... :) (you can buy one from merchants later tough, altough I dont recomend it since I, personally, had very little success in my trading attempts) and you should also bring picks cause you cant dig winhout em and, by the way, they are made of metal too so making then isnt very easy. The most basic stuff you will need are beds (assign each bed to someone by making very small bedrooms and they will be quite happy), a supply of food wich you can obtain by making a farm what I utterly recomend you to do and a supply of wine (water will suffice for around 1,5 years before your dwarves become too lazy to work). To make wine you will need plants to brew (any plant can be brewed I think, if not the one you start with can so problem solved), a special building (can be made of anything, incluiding wood, I dont remember the buildings name) and barrels to store the wine (can be made at carpentry with wood). I recomend you make everthing undergrond and only ever come out to gather wood. In the beggining it will be impossible for you to have one job per dwarve, but once you get a lot I recommend giving each dwarve a single job so they will become experienced at it faster and thus they will be more productive as a whole.Gota wrote:ok guys can you guide me through it a bit.. should i make all my starting dwarfs miners and woodcutters at start?what buildings should i build first?how many works should be done be a dwrf?is it better to assign him with 2-3 jobs or more?
Re: DWARF FORTRESS
Only bring one axe, you only need one. Good tip, gives you 300 points to work with.
My standard build is:
3 miners at 10 skill (sometimes also with 10 wrestling depending on the map/the amount of points i have)
1 mason/engraver at 10/10 skill.
1 Axedwarf/Wrestler/Social skill at 10/9/1 skill (So he becomes the leader).
1 Grower/Herbalist at 10/10 skill.
1 Metalskill/Metalskill (Weaponsmith, Armourer or Metalsmith) at 10/10 skill, on lava maps.
-1 axe, +20 alcohol of whatever sort wasnt purchased automatically
I put my Axedwarf on woodcutting (i dont purchase it because he gains stat points by gaining skill- so i want him to get as many stat points from gaining skill as possible) and maybe carpentry/hunting/other busyjobs. I make him my leader specifically because gaining social skills also improves your stats, and because he is the least likely to die if i get attacked (Though the most likely to die because he's always outside, so i guess its 50/50).
I put my metalsmith on various busyjobs- mechanics, carpentry, etc until i have more dwarves/can start making metal things.
A lot of skills dont improve the quality/quantity of the item produced, and only let you do something faster. Its not worth buying those skills- cooking, brewing, butchering, tanning, woodcutting etc are such skills. Buying them just deprives you of stat boosts..
I dont purchase carpentry because having a fuckton of masterwork barrels and beds is generally useless, and you dont want to make anything else out of wood if you can avoid it.
I dont bother giving all my dwarves their own room, i just put them in one or a few massive shared bedrooms. Even at only 25% of the rooms value due to sharing a room, the massive size and amount of funiture/engravings quickly get it up to legendary (for every single dwarf!) and they all get ecstatically happy. Also, every chest/rack/stand/cabinet you place in the room counts for every single dwarf (So you only need a handful).
My standard build is:
3 miners at 10 skill (sometimes also with 10 wrestling depending on the map/the amount of points i have)
1 mason/engraver at 10/10 skill.
1 Axedwarf/Wrestler/Social skill at 10/9/1 skill (So he becomes the leader).
1 Grower/Herbalist at 10/10 skill.
1 Metalskill/Metalskill (Weaponsmith, Armourer or Metalsmith) at 10/10 skill, on lava maps.
-1 axe, +20 alcohol of whatever sort wasnt purchased automatically
I put my Axedwarf on woodcutting (i dont purchase it because he gains stat points by gaining skill- so i want him to get as many stat points from gaining skill as possible) and maybe carpentry/hunting/other busyjobs. I make him my leader specifically because gaining social skills also improves your stats, and because he is the least likely to die if i get attacked (Though the most likely to die because he's always outside, so i guess its 50/50).
I put my metalsmith on various busyjobs- mechanics, carpentry, etc until i have more dwarves/can start making metal things.
A lot of skills dont improve the quality/quantity of the item produced, and only let you do something faster. Its not worth buying those skills- cooking, brewing, butchering, tanning, woodcutting etc are such skills. Buying them just deprives you of stat boosts..
I dont purchase carpentry because having a fuckton of masterwork barrels and beds is generally useless, and you dont want to make anything else out of wood if you can avoid it.
I dont bother giving all my dwarves their own room, i just put them in one or a few massive shared bedrooms. Even at only 25% of the rooms value due to sharing a room, the massive size and amount of funiture/engravings quickly get it up to legendary (for every single dwarf!) and they all get ecstatically happy. Also, every chest/rack/stand/cabinet you place in the room counts for every single dwarf (So you only need a handful).
Re: DWARF FORTRESS
I demand a starting profession build from sleksa.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Re: DWARF FORTRESS
Indeed, in this version it's usually quite difficult to starve to death. It made starting out in the previous version really comfortable for me though.Erom wrote:Isn't that kind of food heavy? I mean, I only bring one Grower / Brewer, and that's enough to have massive, obnoxious, stockpile choking quantities of food really quickly. I can't imagine how much food you must get.Michilus_nimbus wrote:I used to start with...
Also, everyone, please show off your fortresses using http://www.bay12games.com/cgi-local/ult ... =001450&p=
It rocks, and it's only getting better.
Re: DWARF FORTRESS
Talking about versions, has any new one been released lately? Cause I heard that a future version will have trees that can be planted underground, and that interests me since it would make it possible to live winhout ever coming out of the depths of earth :)
Re: DWARF FORTRESS
Firstly, just clear-fell the forest, bring it all indoors, and only make bins, barrels and beds from wood (all you need to). It doesnt take long to clear-fell a forest and it generally gives you all the wood you'll ever need, esp if you're on a lava map.
Secondly, you can already do this manored. Start on a biome with a chasm, cave river, or a cave (harder to find). Use the dwarf prospector from the DF wikis utilities page to find chasms/cave rivers. All of these enviroments will be 'seeded' with tower caps, which will grow in any underground mud. Cave rivers are best, as obviously they are good for making mud. Tower caps have been in the game since DF 2d.
If you seal yourself off though, you still need a way for immigrants to get in.
Secondly, you can already do this manored. Start on a biome with a chasm, cave river, or a cave (harder to find). Use the dwarf prospector from the DF wikis utilities page to find chasms/cave rivers. All of these enviroments will be 'seeded' with tower caps, which will grow in any underground mud. Cave rivers are best, as obviously they are good for making mud. Tower caps have been in the game since DF 2d.
If you seal yourself off though, you still need a way for immigrants to get in.

Re: DWARF FORTRESS
SO, MUCH, EPIC, WINMichilus_nimbus wrote:BOOM BABY

Re: DWARF FORTRESS
Who needs peskly imigrants that always come with useless professions? Lets have babies! :) Would take forever to have a decent population tough.Saktoth wrote:Firstly, just clear-fell the forest, bring it all indoors, and only make bins, barrels and beds from wood (all you need to). It doesnt take long to clear-fell a forest and it generally gives you all the wood you'll ever need, esp if you're on a lava map.
Secondly, you can already do this manored. Start on a biome with a chasm, cave river, or a cave (harder to find). Use the dwarf prospector from the DF wikis utilities page to find chasms/cave rivers. All of these enviroments will be 'seeded' with tower caps, which will grow in any underground mud. Cave rivers are best, as obviously they are good for making mud. Tower caps have been in the game since DF 2d.
If you seal yourself off though, you still need a way for immigrants to get in.
Thanks for the info :) I checked the oficial site and the version I got is the newest, 27_169_33a.
Re: DWARF FORTRESS
The letter difference was unespected :)
Re: DWARF FORTRESS
df_27_173_38a!!!
Woo! Religions and fleshed out world gen!
Woo! Religions and fleshed out world gen!
Re: DWARF FORTRESS
Religion? Who needs religion? Dwarves already party enough winhout wasting half of their time in workshipping :)
Seriusly, what religions do?
Seriusly, what religions do?