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Author Topic: A good start..  (Read 1982 times)

Krelos

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  • Was nauseated by the sun recently.
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Re: A good start..
« Reply #30 on: December 18, 2009, 01:47:39 pm »

Here's what I use

   [SKILL:1-4:MINING:3]
   [SKILL:1-4:CARPENTRY:2]
   [SKILL:1-4:MASONRY:2]
   [SKILL:1-4:MECHANICS:2]
   [SKILL:1-4:DESIGNBUILDING:1]
   [SKILL:5:WOODCUTTING:1]
   [SKILL:5:DETAILSTONE:5]
   [SKILL:5:NEGOTIATION:1]
   [SKILL:5:APPRAISAL:1]
   [SKILL:5:CONVERSATION:1]
   [SKILL:5:FLATTERY:1]
   [SKILL:6:COOK:5]
   [SKILL:6:PLANT:5]
   [SKILL:7:FORGE_WEAPON:5]
   [SKILL:7:FORGE_ARMOR:5]

4 picks, 50 logs, no axe or anvil, 300 food and drink each. 5 cats and a cage to put the kits in. I cook all the food into lavish meals (except some turtles) and trade for an anvil, axe and tons of other things, cause the meals are worth so insanely much. I assign a random immigrant to do the brewing since the skill only effects speed.
Actually, I don't do farming at all until nearly 100 dwarfs, until then I can support them with imports alone.
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Quote from: Ravenplucker
Quote from: Aklyon
Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

Kugu

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Re: A good start..
« Reply #31 on: December 18, 2009, 02:37:33 pm »

Typically I just start with with two miners and a woodcutter (if there is wood) just to get started. Otherwise pretty much everything can be assigned in game and quickly learned, and gives me more points for turtles. =D
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Quote: "Okay, got it, how do i brew beds."

blue emu

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Re: A good start..
« Reply #32 on: December 18, 2009, 06:26:18 pm »

... I assign a random immigrant to do the brewing since the skill only effects speed.

Not true, AFAIK... Alcohol has a 'hidden' quality modifier. Surely you've noticed the Happiness modifiers from "Urist McAlcoholic enjoyed a fine/wonderful/truly decadent drink lately".
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Never pet a burning dog.

Grendus

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Re: A good start..
« Reply #33 on: December 18, 2009, 07:25:05 pm »

Weaponsmith/Mechanic
Armorsmith/Leatherworker
Carpenter/Mason/Metalsmith
Bonecrafter/Woodcrafter/Metalcrafter
Farmer/Cook
Clothier/Dyer/Weaver/Brewer
Gem Cutter/Gem Setter

I embark with six picks. The farmer/cook starts sorting stuff into piles while the other six start digging the fort. As soon as a 9x9 space is cleared out, I set down two to three farm plots and the farmer plants crops then cuts wood until the crops grow up.



Alternatively, I embark with a bunch of iron spikes, pitchblende, and a bunch of architect/mason/mechanics. I set up a spike death pit and a cave in death trap to kill all of my starting seven. For when I have to embark in an area that the site finder revealed that doesn't meet my requirements so I can mark it as unacceptable.
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Crowbar

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Re: A good start..
« Reply #34 on: December 18, 2009, 07:34:05 pm »

I tend to follow the 'paranoia build' mentioned on the wiki.  It consists of:

Two miners.
A carpenter/woodcutter.
A mason/mechanic.
A farmer/cook/brewer.
A hunter or fisherdwarf (depending on what biome I set out for).
And a social dwarf/architect.  He ends up getting piled with any other oddjobs I might need done until the first wave of immigrants.

Gear-wise, plump helmets and turtles are your friends.  Soon enough, you'll be up to your neck in useless dwarfs who can do any metalsmithing or other jobs you want done.
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Zancor Mezoran

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Re: A good start..
« Reply #35 on: December 18, 2009, 09:07:43 pm »

Generally this is the setup that I use:

Proficient Miner/Proficient Engraver x3 (Three miners = Uber fast cave building; I also do a lot of smoothing and engraving)
Proficient Carpenter/Proficient Mechanic x1 (This guy builds the beds for the starting dwarves and immigrants, and sets up stone-fall traps in his spare time)
Proficient Mason/Proficient Stonecrafter x1 (He's here to make my furniture and my initial trade goods)
Proficient Farmer/Proficient Brewer x1 (My never ending food and drink supply)
Proficient Woodcutter/Competent Axedwarf/Appraiser x1 (Wood source, fortress defense in emergencies, and someone to let me see my fort values)

As far as items go, I bring plenty of plump helmet and dimple cup spawn, and a good amount of pig tail seeds.  For food, I bring at least 150 turtles, and at least 50 of each drink.  I also bring at least 1 of each 2-point food for starting barrels, as well as an axe and three picks.

As far as animals go, I usually come with 2 cats and 6-10 dogs.
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Anyway, I figure that the dwarves are only marginally less wasteful of metal than they are of wood. The moody dwarf's selecting only the best 5% of each bar of metal, and eats the rest to sustain him as he works on the artifact.
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