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Author Topic: Noob here-- Already got a bad feeling, and a good feeling, about a new embark.  (Read 2906 times)

Juncoph

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The snow will thaw when it changes spring. It won't be too long. Did you check F1, and etc about the area you embarked on?

Well RIP Urist McMiner and the others. You might want Dwarf Therapist if you want to avoid some tedious things later. Also make 3 of your starting 7 farmers.

No idea really.

You can change the tile set if you don't like the vanilla tiles. There's alot out there.

Im sorry if I wasn't all that helpful. I just have no idea why your embark is so strange.

F1 doesn't seem to do anything ingame so I'm assuming you're referring to the embark view/menu. I've already got dwarf therapist and 2 proficient growers, so once I get the basic areas mined out I'll make one of the miners a dabbling farmer. Anyways, no need to apologize, as I'm considering building a tomb outside made only of highwood and feather logs so that everyone who ends their lives in this fort before it properly crumbles will be eternally resting within this odd matchup of flora.
F1 does actually have a fort-mode function; it's the default keybind for your first zoom hotkey, which is always set to center on your wagon upon embark.


Oh, okay. Good to know, thanks.



Anyway, winter's here which means I can't rely on the water for now (though I did carve out a reservoir [complete with a grate to stop fish and zombies and zombie fish] and fill it partially, no wells have been built yet) but hey. Any suggestions on how I should continue?





And no, I'm not referring to the stagnant pools! I didn't catch it in any of my screenshots but to the very right is a very non-stagnant river. Well, when it isn't frozen, anyway.
« Last Edit: June 04, 2014, 07:55:39 am by Juncoph »
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Ledi

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Quickly jumping in to mention that you can also change the colour scheme DF uses by editing a single file! I tend to use more muted colours myself.

Look at the details and some examples here.

(The DF Wiki and DF Compendium are always open when I'm playing, even after several years)
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So Ledi's been training the cats into an army of disposable warbeasts?  Why did no-one think of this sooner?!
Hellcannon seemed to be constantly on the verge of death and Levergedon before my turn helped, but ultimately what killed it was Ledi's cat army.

slothen

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early well is pretty important especially if you're accident-prone.  If the ponds are frozen you can search for it in caverns.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Juncoph

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early well is pretty important especially if you're accident-prone.  If the ponds are frozen you can search for it in caverns.

Yeah, no worries though, I have one up now... in the middle of the farm for some reason.
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greycat

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1) "Temperate" means it'll be warm enough for liquid outdoor water part of the year (but probably not the whole year).  When you embark in a temperate zone, you should expect to see ice & snow upon arrival, which generally melts within the first month or two.

2) That's way too many tiles of farm plot.

3) Is that black sand?  Oh man, I love me some sand... infinite glass  once you get the magma furnaces up.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

joeclark77

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Savage biomes are good.  It means you get lots of "Giant" species, which are great for eating and sometimes for war training.  Nothing to worry about there.

That's definitely too much farm plot.  A 4x3 plot of plump helmets should be fine for the first couple years, then you can add 3x3 plots of surface plants when you want a bit of variety in your booze.  Underground plants other than plump helmets are too much bother, too many wasted crops as the seasons change.

Also, dig down!  Dwarfs were not meant to live in the sand layers.

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warwizard

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Now I'm seeing an outside refuse pile, I do not know if necromancers can visit joyous wilds, but that could be Fun waiting to happen.
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Spinal232

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Necromancers can visit anywhere that is close to a tower. If there isn't a tower listed in your neighbors screen in embark, you won't get any necromancers.
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Foxite

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My longest lasting fort ended when I failed to meet the needs of my mason. Who was a miner. Who went berserk and killed 3 of his comrades before finally getting his brain torn by the other miner via pickaxe to the temple. Who also went insane soon after, and drowned himself while stark raving mad. The remaining dwarves were almost solely crafters, so if the tantrum aftershocks didn't kill them then not being able to support the food industry did. I'd like to mention that this all happened because of internal affairs. No goblin ambush. No caravan bugging out, going nuts and having its guards wreck my civ dwarves. Just... not having... enough stone. DON'T ASK.
Im going to have to sig this.

Edit: Damn! Doesnt fit.
« Last Edit: June 06, 2014, 10:51:38 am by latias1290 »
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

§k

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I am currently running out of stones. They are all made into slabs for nearly every migrant.
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Tenderroast

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Soubds like you are having proper Dwarf Fortress FUN.
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§k

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Soubds like you are having proper Dwarf Fortress FUN.

Not really that FUN though. It's just that I haven't got a military, so far.
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greycat

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I am currently running out of stones.

Strike the earth!
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