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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
+
| 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
+
| SP x2
 
| CW x2
 
| CW x2
 
| PH x3
 
| PH x3
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| QB x2
 
| QB x2
 
| CW x2
 
| CW x2
| CW x2
+
| PT x3
 
| DC* x2
 
| DC* x2
 
|}
 
|}
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(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.
 
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.
 
(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
+
:* 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 ???)
 
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4 (or ???)
+
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4-5 (or ???)
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
+
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3 (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
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:: 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)
 
  
 
:: 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.
 
:: 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.
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:: 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.
+
:: 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 19 embark points - 6 more bituminous coal, pls, tysvm.
  
 
:: 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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