Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Starting Skills  (Read 2488 times)

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Starting Skills
« Reply #15 on: December 18, 2014, 01:17:09 pm »

***I honestly have no idea how fractions of a bar of metal work when melting items down, so I am wary of recommending that activity.

I can answer that one. 

If you use a single smelter to melt down everything then fractional bars, of each metal, build up separately and you get an extra real bar produced when enough partial bars have been saved up.

e.g. If you get 1.5 bars per object melted then the first object returns 1 bar. The second returns 2 bars.
If you get 1/3 of a bar per object then you get nothing for the first two objects melted, then 1 bar for the third.

An easy, an profitable, way of training up weaponsmithing is to continually forge then melt down enormous steel corkscrews. Melt down everything that is less than masterwork, and keep the masterwork items to sell. Of course that is really an exploit on two levels. Trading, and melting, are both rather unbalanced.
« Last Edit: December 18, 2014, 01:19:52 pm by ptb_ptb »
Logged
()==[:::::::::::::>

wobbly

  • Bay Watcher
    • View Profile
Re: Starting Skills
« Reply #16 on: December 18, 2014, 02:05:09 pm »

To me the only skill that is necessary is the combat skills if for some reason you'll need to fight immediately or almost immediately. An unskilled farmer produces much more food then you need if you build a farm big enough to plant all the seeds from "play now" (5 of each). You could get away with much less less & an unskilled farmer. An unskilled herbalist is more then enough to survive in most biomes. Any livestock+booze is easily enough. The wagon animals+booze is probably enough to survive to the 1st caravan. As others have said you can grab appraisal skill the 1st time you open the broker menu.

So either just hit play now or take what you want, it doesn't matter unless your doing a challenge start or have a necromancer for a neighbour. I just take what matches the story in my head or hit play now.
Logged

Chaosegg

  • Bay Watcher
  • Watch what is done more than what is said.
    • View Profile
Re: Starting Skills
« Reply #17 on: December 18, 2014, 02:06:55 pm »

***I honestly have no idea how fractions of a bar of metal work when melting items down, so I am wary of recommending that activity.

I can answer that one. 

If you use a single smelter to melt down everything then fractional bars, of each metal, build up separately and you get an extra real bar produced when enough partial bars have been saved up.

e.g.
Spoiler (click to show/hide)
An easy, an profitable, way of training up weaponsmithing is to
Spoiler (click to show/hide)
Of course that is really an exploit on two levels. Trading, and melting, are both rather unbalanced.
Thank you. That question had confounded me for a while now, though I'm not sure why I didn't really look for an answer.
I now see here on the wiki is the relevant text:
Spoiler (click to show/hide)
I was turning out tons of metal (whatever I ore I have most of; usually iron or copper) crossbow bolts
to train weaponsmiths before setting them to make steel weapons.
Which, while somewhat useful, is still pretty time/resource intensive even if you have tons of fuel stones (bit. coal / lignite).
Time is one of the most deadly enemies of a well equipped/trained military in my experience,
since often that annoying wild animal, undead thing, were-creature or raid arrives before expected.

Additionally, like wobbly said in the post above,
I too have found that to minimize death/injury, having just one dwarf with SOME military skills
is far better than sending 30 dabbling or untrained dwarfs out
Spoiler (click to show/hide)
For example:
Spoiler (click to show/hide)
Logged
***Likes 'green' airships for their efficiency.***
Creative seeking other creative TTRPGers to join, or join me, for  immersive, fun, creative, team-crafted stories. Setting flexible; mostly sci-fi &/or fantasy (I know SW, MiddleEarth, DnD, & ST best, but Ulisses Spiele & Cypher System high on list too. There are a few other niche sys. like DCC, a homebrew 3.5 or Pathfndr I/II; But at this point I'd even DM or play a well-run 5e game. Let the ideas flow, and never forget the 4 pillars of an RPG!

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Starting Skills
« Reply #18 on: December 19, 2014, 03:27:27 am »

Haven't actually tried DF pre embark with 0.40.19. It working now is good to know.

Metalworking as a starting skill: Given that the very earliest I get past the basics and get to metalworking is in the winter (and probably not until the next summer), it's quite likely I'll get a usable immigrant in the mean time, and that the prospective metalworker has become reasonably good at the job(s) performed in the mean time, I'd hesitate to focus on it.
Logged

Badger Storm

  • Bay Watcher
    • View Profile
Re: Starting Skills
« Reply #19 on: December 19, 2014, 02:58:40 pm »

I always embark with a ranger, but then again animals are a huge part of my playstyle.  Mechanics is nice too, if you have any need for traps.
Logged

Headless

  • Bay Watcher
    • View Profile
Re: Starting Skills
« Reply #20 on: December 20, 2014, 10:06:05 am »

Two dedicated miners
One carpenter wood cutter
Mason artitect
Brewer grower
Leader
( jewelry, mechanics, stone and bone crafter devided among the leader and the other two)

I had a great embark with flux iron and fuel (I almost never get all three) that I had to abandon because of disorganization.   I went with the play now start and never got my beards properly organized.  I find if I get the first 7 set then I can draft the immigrants from each wave into what ever industry or militia I need them in as they show up.
Logged
Pages: 1 [2]