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Author Topic: What is your starting loadouts?  (Read 3353 times)

Strangething

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Re: What is your starting loadouts?
« Reply #30 on: August 02, 2008, 12:39:22 am »

Skills are usually like this:

Trader/Miner
Mason/Architect
Miner/Cook
Carpenter/Brewer
Planter/Weaponsmith
Planter/Armorsmith
Mechanic/Craftsdwarf

Nearly everyone has only one skill that produces moods. Often I make them all novice wrestlers, so they don't mind being drafted.

Equipment depends on where I'm starting and what I want to do. Drop the anvil for more food and booze, or do the jumpstart thing, where you make your axes and picks on the surface. Two dogs and one cat. One each of all the cheap meat and 21 of every booze. Turtles.
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Keldor

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Re: What is your starting loadouts?
« Reply #31 on: August 02, 2008, 03:01:24 am »

Lately I've been starting with 7 proficient miners, with 7 picks.  In order to afford this I leave behind one of the axes.  Other skills are then assigned to the miners - one with proficient mechanic, one with novice mason/engraver/building designer, one with novice woodcutter, one with carpenter, one with competent grower and brewer, one with competent grower and herbalist, and one with novice appraiser/stonecrafter/bone carver.  After that, I spend the remaining points on booze, seeds, and turtles.

Hence:

Proficient Miner/Proficient Mechanic
Proficient Miner/Novice Mason/Novice Engraver/Novice Building Designer
Proficient Miner/Novice Woodcutter
Proficient Miner/Carpenter/maybe another Novice Building Designer
Proficient Miner/Competent Grower/Brewer
Proficient Miner/Competent Grower/Herbalist
Proficient Miner/Novice Appraiser/Novice Stone Crafter/Novice Bone Carver

1 iron anvil
1 steel axe
7 copper picks
assorted booze
assorted seeds
turtles

One can never have too many skilled miners!
« Last Edit: August 02, 2008, 03:05:40 am by Keldor »
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Pexxithan

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Re: What is your starting loadouts?
« Reply #32 on: August 02, 2008, 03:37:28 am »

I do believe that turtles make dwarven life go 'round.
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onodera

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Re: What is your starting loadouts?
« Reply #33 on: August 02, 2008, 05:03:32 am »

Mason/Miner
Brewer/Cook, who will also be mining
Weaponsmith/Armorsmith, the third miner
Carpenter/Axedwarf
Grower/Herbalist
Stonecrafter/Mechanic
5-Gem Setter/3-Gem Cutter/Appraise/JoI, aka the Boss

I take:
3 picks
1 axe
4 dogs
31 of each drink
each of 2pt meats
lots of turtle
20 bauxite
4 ropes
4 cages
5 bags

The rest is spent depending on the situation. Logs or even more turtle
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pushy

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Re: What is your starting loadouts?
« Reply #34 on: August 02, 2008, 05:33:07 am »

I have to ask, why do you pick miners or masons? Itīs not like untrained miners cant dig, or untrained masons build
Why pick to train your dwarves at all? It's not like any untrained dwarf can't do any job ::)
Speed/skill can be a factor with some jobs, and I for one would rather have two legendary miners ASAP so that once they start digging deeper and begin digging into ore/gems, they're not wasting any of those because they're still unskilled. The better-skilled a miner is, the more likely s/he is to leave a rock/ore/gem behind after digging out a tile. Hypothetically, if you're digging out a massive dining hall out of a huge area of magnetite, would you rather have a legendary miner digging it out and getting every single bit of magnetite you could get so you can turn it into iron and then into weaponry/armour/steel, or would you rather have a dozen unskilled miners digging it out and leaving fuck all behind because they're just about as fast as the legendary miner (well, even twelve wouldn't be that fast, but for the sake of illustrating a point, let's make the assumption)
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MercDraco

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Re: What is your starting loadouts?
« Reply #35 on: August 02, 2008, 06:07:52 am »

Labour Force: (with my title for em)
Miner/Engraver/Mechanic (Tunnel Lord)
Carpenter/Mason/Build design (Architech)
Weapon/armor/furance/metalsmith (Forge Lord)
Planter/Record keeper/Organizer (Clerk)
Planter/Brewer/Cook (Chef)
Planter/Appaiser/social skills (Trader)

Items:
2 Picks
Anvil
21 of each booze (free barrel after a drink)
21 each underground food Seed
10 Pigtail if i bother
10-15 Lumber
5-10 Copper bars
3 Cheap Jewels (usually moonstone)
21 of two types of food (usually a 2 Point and a 4 point)
War Dog
and any excess points into Bags/Seeds
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Dareon Clearwater

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Re: What is your starting loadouts?
« Reply #36 on: August 02, 2008, 06:44:53 am »

I tend to vary my skill set among dwarves, but I always have:

1 Trader (Nov JoI/Nov Appraise/3-point Negotiate)
1 Mechanic
1 Cook
1 Brewer
1 Grower
1 Stonecrafter
1 Leatherworker

I sometimes stick a trained Mason in there, but otherwise my loadout is determined by the embark area.  A desert with magma gets seven glassmakers, typical mountains gets some metalworking skills...

2 dogs
4 cats
1 horse
1 cow

2-5 cages
4 picks
1 axe
12 of each seed except dimple cups
A number of tower-cap logs ending in 2 or 7, to go with the three from the wagon
Up to 50 bauxite or bituminous coal, depending on embark features
3-5 pig tail or cave spider silk thread
10 leather of a type my leatherworker likes
26-41 each of each booze
2-buck meat assortment
Standard issue plump helmets

First off I build two cages, cage the female cats, and set 4 dwarves to mine and one to chop wood.  I also tend to turn on Masonry, Architecture, and sometimes Mechanics on everyone.
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Silver

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Re: What is your starting loadouts?
« Reply #37 on: August 02, 2008, 08:46:40 am »

All creatively named as such with the following skills:

1. Builder: 5 Mason/5 Architecture
2. Mechanic: 5 Mechanic/5 Miner
3. Chef: 5 Cooking/5 Butcher
4. Brewer: 5 Brewing/5 Herbalist
5. Farmer: 5 Grower/5 (Siege Engineer is my fav atm. Sometimes carpenter or comedian just cause.)
6. Admin: 5 Judge of Intent/5 Appraiser
7. Depending on what type of map the last is either a hunter/glass maker/crafts dwarf of some kind

I Usually make my admin a miner once started and my final dwarf gets carpentry or whatever is needed.

2 Picks
1 Axe
50 Rum
50 Wine
50 Ale
50 Beer
200 Turtle
5 Bags
30 or more logs
2 Hunting dogs/2 War dogs
18 or more plump helmet spawn

And if there are any leftover points i buy more of what i have already selected. Usually turtles, hmmm loves those turtles...
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Deathworks

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Re: What is your starting loadouts?
« Reply #38 on: August 02, 2008, 11:40:52 am »

Hi!

Interesting how people view this. Actually, my previous statement was somewhat incomplete and considering how no one else seems to do it this way, I think I should mention it.

My first rule is that each dwarf gets all skill raises possible (thanks to the anvil points, that is no problem). Each dwarf gets only up to one raise in a skill. Besides woodcutter, miner, and bookkeeper, I try to get at least one dwarf with each civilian skill.

So far, so good. However, when I designate skills, I first check each dwarf's personality and then try to give dwarves the skills that fit their personalities best:

Dwarves preferring being alone are prime candidates for fishing and plant gathering.
Dwarves who like company can become farmer, brewer, or cook.
Dwarves who do not care about the misery of others become fish cleaner, butcher, and tanner.
Dwarves who have some sort of artistic inclination learn the crafts and stone engraving.
Dwarves who are open for innovations become bowyer and mechanic.
Dwarves enjoying helping others can learn farming, brewing, cooking, pumping, armoring.

and so on and so on.

Of  course, since I do not always have all character traits in my 7 dwarves, I sometimes have to give skills to dwarves who do not have a personality trait inviting that skill.

The main reason why I train my dwarves (beside influencing the vote for expedition leader) is to simply hand out jobs to them so I do not have to spend a lot of time assigning jobs to the dwarves at the site - each dwarf already knows what she is supposed to do and I only need to designate the work.

Deathworks
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JujuBubu

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Re: What is your starting loadouts?
« Reply #39 on: August 02, 2008, 02:30:59 pm »

Yeah, i use Deathworks argument to assign work to dwarves too :)

my usual loadout is

Builder : Mason 4, Mechanic 5, Architect 1
nice to know, i am not the only one without imagination concerning names :)
I build my stone working force of those, i don't care about qualitiy with those items, but enough
quality turns up to make noble quarters good enough .. and with churning out furniture for everybody and blocks, and large building projects they level really fast ..

Kitchen : Brewer 2, Cook 2, Butcher 2, Tanner 2, Thresher 2
Fieldworker : Planter 5, Thresher 2, Butcher 2, Tanner 2
 normally my whole food industry has butcher and tanner enabled, i tried dedicated ones, but the always had something better to do,and tons of corpses and hides just rotted away
after reading the loadouts here i think i will change this to one type with the same stats
but brewing/planting and cooking/planting .. just makes sense :)

Smith : Armorer 5, Weapons 4, Appraiser 1
 I used to have a dedicated boss, but they never got elected and always died in some accidents ..
so my armorer skills wildly in skills which don't count for moods, and it is easy to pull him of
duty once the caravan arrives.

Woody : Bowyer 5 / Siege Engineer 5
skills seldom needed, but good to have somebody able around, gets to do carpentry and woodcutting most of the time :) those skill fast enough with the amount of beds, barrels and bins needed

1-2 Digger : Miner 5 / Engraver or Mason or Mechanic 5 .. whatever I feel like

if I go by one Miner or one feeder I take a crafter with me ( 5 rock / 5 bone )

stuff layout differs greatly from embark to embark since i like to try things
but for the last few times I always took 1 axe, 2 steel picks ( just to show off, my future military should always get the best :)

25 plump helmet spawn, 10-15 pigtail, 5 every other seed, except dimple cup ..
when I got lava an anvil ( last time I brought none, i had to wait 2 years for one )
4 dogs, No Cat, 1 piece of silk, 2 ropes ..

if no anvil then lots and lots of food and wood
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Teeto_K

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Re: What is your starting loadouts?
« Reply #40 on: August 02, 2008, 03:33:35 pm »

I'm still a newb, so I'm STILL experimenting a lot, but one thing I noticed is that the game seems to reward you, starting point wise, for making stuff yourself.

For Items, I usually ditch the Axe and the picks, and replace them with 2 generic stone, 3 copper bars, and the anvil. I build a wood furnace and a Metalsmiths forge, then burn my wagon to forge 2 copper picks and a copper axe if working below ground. If I'm doing a wacky above ground settlement, I'll make 2 copper axes and 1 pick instead, to clear areas for building, since I always start in heavily forested areas, so that I can have millions of trees on the small maps that my wimpy computer needs.
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XmasApe

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Re: What is your starting loadouts?
« Reply #41 on: August 02, 2008, 07:47:04 pm »

Conquistadwarf (Trader/Negotiator/Consoler/Record-Keeper)
Freemason (Minor Architect/Proficient Mason)
Forgepriest (Stone & Bonecarver, Metalsmith)
Ranger (Carpenter/Woodcutter/Axedwarf/Herbalist) - 'Ranger' means 'dwarf that goes outside' for us.
Brewmaster (Grower/Brewer)
Quartermaster (Grower/Garment-Maker)
Serf (Cook/Butcher/Assorted menial tasks)

Two dogs, one cat, six copper picks, one steel axe.
One hundred fifty turtles, seventy five of each booze, twenty five of each seed.
Ten units of cheap leather, 4 tower-cap logs (the founding dwarfs all get tower-cap beds), and about twenty bauxite stones.
Odds & ends, including more dogs, crossbows, or more turtles & booze.

First designation is a 20x20 block of trees to cut down, a 2x2 staircase down, and a 20x20 hole in the soil. Then we move everything underground.
That huge load of turtles lets us buy an anvil come autumn with craft goods.
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