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 User:Bob

Jump to navigation Jump to search

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


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 1: Line 1:
 
== Current Favored Build ==
 
== Current Favored Build ==
 
'''Skilled Dwarfs'''
 
'''Skilled Dwarfs'''
*Carpenter/Grower
+
*Carpenter/<sup>1</sup>
 
*Mason/BuildingDesigner
 
*Mason/BuildingDesigner
 
*Mechanic/SiegeEngineer
 
*Mechanic/SiegeEngineer
*Weaponsmith/Brewer
+
*Weaponsmith/<sup>1</sup>
*Armorsmith/Cook
+
*Armorsmith/<sup>1</sup>
*MetalCrafter5/Diagnoser5 - will become Herbalist
+
*Metalsmith/<sup>1</sup>
*GemSetter5/Persuader2/Negotiator2/JudgeOfIntent1 - will become FurnaceOperator/Woodburner
+
*GemSetter/<sup>1</sup>
 +
<sup>1</sup> one each Grower, Herbalist<sup>2</sup>, Brewer, Cook, Leader (social skills)<br>
 +
<sup>2</sup> Herbalist may be a second grower if no gatherable plants.
 +
 
 +
Skills are chosen mostly for mood, but if I start metal-bashing I really like having with the proficient Armorer.  I don't have plans to level up the Weaponsmith and Metalsmith - if they get a mood, great, I'll make stuff for export.
 +
The starting dwarfs will almost certainly reach legendary in their farming or social skills first (and probably never for other skills).  The mechanic and mason are kind of hosed there.  As soon as stone is available, the mason will start cranking out furniture for dining room and bedrooms and the mechanic will make mechanisms.
  
 
'''Food Items'''
 
'''Food Items'''
 
*each 2-[[Currency|dwarfbuck]] meat x1 (for barrels)
 
*each 2-[[Currency|dwarfbuck]] meat x1 (for barrels)
*beer x31
+
*turtle x41 (for bones and shells)
*run x31
+
*each booze x21
*ale x31
+
*each seed x10
*plump helmets x10 (for wine and spawn)
 
*each seed (except plump helmets) x10
 
  
 
'''Various "industry" items'''
 
'''Various "industry" items'''
Line 23: Line 26:
 
*tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar)
 
*tetrahedrite (or other copper ore if unavail) x5 (for bronze weapons and chance of silver bar)
 
*cassiterite x5 (make bronze from bars for weapons)
 
*cassiterite x5 (make bronze from bars for weapons)
*bismuthinite x5
 
 
*common stone x5 (for smelter/forge/other workshops)
 
*common stone x5 (for smelter/forge/other workshops)
*Tower-cap logs x5 (for beds, use wagon wood for a bucket)
+
*Tower-cap logs x5 (for beds)
*leather x5
 
*silk thread x5
 
*pig tail thread x5
 
  
 
'''Livestock'''
 
'''Livestock'''
*cat x1 (F)
+
*cat x1
*dog x4 (3F, 1M)
+
*dog x4
 +
 
 +
'''What I don't bring'''
 +
*leather (I don't like leather bags so not worth bringing initially)
 +
*thread/cloth (too expensive - I can plant pigtails in the first summer if I really want cloth)
  
 
'''Quick Start Goals'''
 
'''Quick Start Goals'''
Line 38: Line 41:
 
*Set Herbalist to work
 
*Set Herbalist to work
 
*Make tools (axes and picks)
 
*Make tools (axes and picks)
*Cook all the meat - forbid the meals after created to trade them
+
*Cook all the meat (disallow cooking of turtles and booze) - forbid the meals after created to trade them
 
*Cook/brew any surface plants and seeds
 
*Cook/brew any surface plants and seeds
 
*Dig underground farms out of soil level
 
*Dig underground farms out of soil level
Line 49: Line 52:
  
 
==Current Fort==
 
==Current Fort==
 +
'''Ducimzat "Workstabbed"'''
 +
*2x3 map composed of 1 heavily wooded square and 5 mountain squares
 +
*contains underground river and HFS - no magma, surface river, aquifer, sand, chasm
 +
 +
My goal with this fort is to get king and go for a HFS end-game.  Usually I just get bored after repelling years of sieges, so I want something different.  Also, I've never had a fort that has discovered an underground river.
 +
 
'''Progress'''
 
'''Progress'''
 +
My first legendary dwarf was an immigrant Armorer.  I am pretty stoked.  Too bad I have no magma and have mostly run out of wood making all the beds (60+), bins, and barrels.
 +
 +
Have so far discovered two pools of magnetite, a vein of hematite, a vein of limonite, and a pretty rich vein of gold (50+ gold nuggets).
 +
 +
Herbalist was the first of my starting seven to hit Legendary - no big surprise there.
 +
  
 
==Init changes==
 
==Init changes==
 +
*SOUND:OFF
 
*INTRO:OFF
 
*INTRO:OFF
 +
*WINDOWED:YES
 +
*WINDOWEDX:1152
 +
*WINDOWEDY:540
 +
*GRID:144:45
 
*FPS:YES
 
*FPS:YES
 
*AUTOSAVE:SEASONAL
 
*AUTOSAVE:SEASONAL
Line 62: Line 82:
 
*SHOW_FLOW_AMOUNTS:YES
 
*SHOW_FLOW_AMOUNTS:YES
 
*SHOW_ALL_HISTORY_...:YES
 
*SHOW_ALL_HISTORY_...:YES
 +
 +
==Next challenge- exploiting bugs for fun==
 +
Chucking a flaming lignite blocks in an iron bin into a deep ocean.  I hate FPS.
 +
 +
Building a ramp and a lava channel near the trade depot to catch wagons on fire.

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!

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

Cancel Editing help (opens in new window)