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DF Gameplay Questions / A few fort gameplay questions
« on: January 01, 2024, 10:10:04 am »
Gonna start a new 47.05 fort soon, but there are still several things I'm curious about since the last time I played. If anyone can help, please answer these:
- What's the deal with adamantine caps? They're queued through the armor submenu, but seem to require cloth, not wafers. Are they as useless as other candy clothing?
- What is an appropriate sand/clay gathering zone size, per workshop? Never really got these industries running, wanna try now.
- Is there any way to "register" the placement of an artifact by an adventurer so it can be later found in a fort mode mission? Neither just dropping it nor giving it to someone works, I can spread the rumor but my dwarves always fail to find it there.
- What's the best way to recover seeds from non-brewable plants like celery without forcing the dwarves to eat uncooked greens? I'm thinking something animal trainer- or caretaker-related, but I never experimented with this.
- As I understand, mission combat is simplified, although weapon/armor material still matters. But is there an encumbrance penalty for full steel armor (without high skill), like in on-map combat? I don't want to send out my candy masterpieces lest they lose them somewhere.
- Also, how important/rare is the Tactics skill? Should I start with a proficient tactician if I want to raid eventually?
- Must a river tile be connected to the map edge for fishing purposes or does only the "river" status matter? I have a small chunk of a river sequestered into a pool of sorts in my future fort's map (seems to be a glitch), but it's still labeled as a "river".