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And again during the Uristid-19 quarantine - Taverns, Shrines, Missions - FUN![[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 01:04, 9 June 2020 (UTC)
 
 
 
Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC)
 
Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC)
  
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Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]].
 
Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]].
  
* [[Template:DFtext]]
 
 
<hr>
 
<hr>
 
== Gate Scar ==
 
New (as of 2020 fortress) diary [[User:Albedo/GateScar|here]].
 
  
 
=Beast Whips=
 
=Beast Whips=
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| Plot #1
 
| Plot #1
 
| SP x2
 
| SP x2
| SP x2
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| PT x3
 
| PT x3
 
| PT x3
 
| PH x3
 
| PH x3
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| Plot #2
 
| Plot #2
 
| SP x2
 
| SP x2
| PT x3
+
| CW x2
| PT x3
+
| CW x2
 
| PH x3
 
| PH x3
 
|-
 
|-
 
| Plot #3
 
| Plot #3
 
| SP x2
 
| SP x2
| CW x2
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| SP x2
 
| CW x2
 
| CW x2
 
| PH x3
 
| PH x3
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| QB x2
 
| QB x2
 
| CW x2
 
| CW x2
| CW x2
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| PT x3
 
| DC* x2
 
| DC* x2
 
|}
 
|}
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==Starting Seven==
 
==Starting Seven==
 
(updated for 2020)
 
(updated for 2020)
Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very diff than before, switching several secondary skills, both in choice and pairing.
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Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very slightly diff than before, switching armor/weapon, and bumping the leather skill by 1.
 
 
(Edit - this is not the original BeastWhips 7, but closer to my current (2020) layout.)
 
  
 
The party now consists of the following:
 
The party now consists of the following:
  
:* 1) "'''Boss Axe'''": Axe +4, Armor User +5, Discipline 1
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:* 1) "'''Boss Axe'''": Axe +3, Armor User +5, Appraise +1, Judge of Intent +1
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
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:* 2) "Dirty" '''Grower''' +5/(Wrestler +5 or ???)  
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4 (or ???)
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:* 3) "Stoney" '''Mason''' +5/(Stone Crafter +5 or ???)
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
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:* 4) "Cutter" '''Weaponsmith''' +5/(Brewer +5 or ???)
 
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
 
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
 
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
 
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
:* 7) "Striker" '''Miner''' +5/Armor User +5 (or ???)
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:* 7) "Striker" '''Miner''' +5/(Siege Engineer +5 or ???)
  
 
:Notes:
 
:Notes:
(& see [[Sample Starting Builds#Albedo's 7]])
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(& see [[Sample_Starting_Builds#Albedo.27s_7]])
  
 
:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.
 
:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.
  
:: (Note: Go Axe 3/Discipline 2 if expecting undead)
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:: 2) '''Dirty''': Non-Hauler. This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on*. He needs one moodable skill (and that depends entirely on [[preferences]]), but producing one (1) item will fill that need, so dealer's choice. Grower 5 will take 2 starting seeds of each turn them into more than I need by the end of the 1st year.
 
 
:: 2) '''Dirty''': Non-Hauler. This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on. Grower 5 will take 2 starting seeds of each and turn them into more than I need by the end of the 1st year.
 
  
:: Dealer's choice on the 2nd skill. He could take "nothing" and save the embark points He could take Wrestler (3-5), enough to keep him alive if he gets ambushed while outdoor farming, possibly coupled with enough Discipline not to fall apart at the sight of dead bodies. I chose a moodable skill that he can change to once a capable Grower migrates in to replace him. However, this should be something that can, indeed, wait until that time, and not something that will take time away from growing early on.
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:::: (* A "professional" skill 5 could be added, and he could then change to that profession once an adequate Grower migrates in to replace him. However, this should be something that can, indeed, wait until that time, and not something that will take time away from growing early on.)
  
::: (Any or all of the four "(or ???)" skills could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. Or, if that dwarf has a useful [[Preference]], take that skill @ 5 and plan to change careers once any decent Grower migrates in (and hope to get that new skill dominant for Moods). Or plan for more starting military - Crossbow 5 or Armor User 5 (or Weapon 1/Armor 4 - "mace" is probably the best all-around weapon, esp vs. undead).  Or just save the points and buy another war dog. Whatever works for you. <br>For me, Wrestler is for unpleasant surprises when farming outside, and ''in extremis'' as backup starting military. The miner will shift to military once he has his replacement.)
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::: Any or all of the "or ???" skills could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. Or, if he has a useful [[Preference]], take that skill @ 5 and plan to change careers once any decent Grower migrates in (and hope to get that new skill dominant for Moods). Or plan for more starting military - Crossbow 5 or Armor User 5 (or Weapon 1/Armor 4 - "mace" is probably the best all-around weapon, esp vs. undead).  Or just save the points and buy another war dog. Whatever works for you. <br>For me, Wrestler is for unpleasant surprises when farming outside, and ''in extremis'' as backup starting military.
  
 
:: 3) '''Stoney''': Semi-hauler, to-start only. Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice and fortress expansion. Mug production starts sometime mid-Summer (or start of Summer if no skill). Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to haul/store everything.
 
:: 3) '''Stoney''': Semi-hauler, to-start only. Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice and fortress expansion. Mug production starts sometime mid-Summer (or start of Summer if no skill). Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to haul/store everything.
  
:: 4 & 5) '''Cutter''' & '''Hardpan''': (Initial Haulers, both.) One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Both Brewer/Cook 5 means they can spend less time away from what's important, and high-quality meals can be used for their trade values (and eventually keep dwarves happier).  Brewer 3 is almost as good on speed and saves 17 embark points - 5 more bituminous coal, pls, tysvm.
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:: 4 & 5) '''Cutter''' & '''Hardpan''': (Initial Haulers, both.) One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Both Brewer/Cook 5 means they can spend less time away from what's important, and high-quality meals can be used for their trade values (and eventually keep dwarves happier).
  
 
:: 6) '''Cagey''': (Initial Hauler.) Necessary wooden products (beds, buckets, etc.) will mostly be meh-quality until a better replacement migrates in, but something adequate to start.
 
:: 6) '''Cagey''': (Initial Hauler.) Necessary wooden products (beds, buckets, etc.) will mostly be meh-quality until a better replacement migrates in, but something adequate to start.

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