Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Essential Stuff to Know for the New DF-er  (Read 1482 times)

Dr_Pylons

  • Bay Watcher
  • [GREEDY]
    • View Profile
Essential Stuff to Know for the New DF-er
« on: October 21, 2010, 02:17:18 pm »

Is there a list somewhere that every DF player should know how to do? Has anyone compiled one?
I'm talking like trap design, pump stacks, irrigation design, stuff like that which a DF player should master?
If not, could we compile one ITT?
Logged

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #1 on: October 21, 2010, 02:26:26 pm »

I think you should learn by doing, not by asking and looking. I think the DF wiki combined with this forum pretty much Spoiled my Fun. People should experience fun for at least the first few games. Then they should be able to learn everything they want to do by !!SCIENCE!!.

Edit: Only really basic stuff like embarking, the main menu (a, k, v, d, p, b, q, t, u, z), and basic farming should be explained to total beginners. This is all you "should know". The rest can be mastered by trial, error and fun, later at will, there is no "should" anymore. But you can learn all you want just by browsing these forums or the wiki.
« Last Edit: October 21, 2010, 02:41:36 pm by MagmaMcFry »
Logged

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #2 on: October 21, 2010, 03:03:41 pm »

Logged

The13thClam

  • Bay Watcher
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #3 on: October 21, 2010, 07:49:13 pm »

In the interest of saving fingertips from being shredded to bone and many keyboards being worn out, I give you the following advice.

shift (held): allows you to move the cursor by 10 spaces
d-b-(insert appropriate command): this menu is your friend. you will love it.
shift+enter while defining materials used for a construction (walls, floors, etc): designate all materials at once (you may have to use several materials if you're building a 10x10 floor, but this much faster than hitting enter 100 times)

Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #4 on: October 21, 2010, 11:01:07 pm »

In Dwarf Fortress, enemies attack your base.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: Essential Stuff to Know for the New DF-er
« Reply #5 on: October 22, 2010, 12:18:41 am »

This runs somewhat counter to the prevailing orthodoxy, but what the hell. Don't go near magma until you've got the hang of keeping your dwarves fed, housed and reasonably safe; it's immensely useful but it brings a whole extra set of challenges.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Ieb

  • Bay Watcher
  • A Breakdancing Ogre
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #6 on: October 22, 2010, 01:59:39 am »

Learn from my mistakes: Don't try working with pumps, automated pumps, or pump stacks until you've gotten better at the game. Water and magma both can still be reached by mining open that last tile in beneath workshop/well areas, without risking your dwarfs too much, or your time and nerves if the pump stack doesn't work like you thought it would.

Water pressure. It's HILARIOUS.

When building a bridge over a deep chasm, and you want walls up at both sides for whatever the reason, don't mass-designate the walls to be built. Bridges do not support constructions, so if you have faster dwarves who are going to build a piece of the wall that's somewhere else than starting from the natural walls, or connected to an already built wall tile, the piece will plummit down, taking your dwarf(s) with it.

Grates do not support constructions either.

If you make a trap-tunnel with repeating spike traps, do remember that in case it's a long siege and a lot of enemies are trickling down the tunnel rather than going in a huge bumrush, you should keep dropped items and corpses both forbidden until after the enemy is dead or remaining troops flee. No one likes seeing a few dozen dwarves get impaled. Well, no one within the game's units. Except maybe the goblins. Or elves. Or- you get the picture.

If you think of something awesome and also necessary for fort survival, check first that it can be done.
If you think you know how to build it successfully, double your safe-mechanisms.

When making meals at a kitchen, it is advisable to go to the Kitchen menu earlier on and keeping your booze-plants out of the list of ingredients for cooking. However, this can be used to remove excess plants without spilling seeds all over everywhere, so know when to cook or when to brew your plants.

Also when making meals, check that booze that you buy from humans or elves is out of the ingredient list. Or any booze, for that matter.

There can never be too many barrels. Only too little booze or food.

If you must make a magma pump, for gods sake, make sure it's from magma-safe materials. Wooden pieces do burn.

However, if you have a magma-breach accident but have time to save the situation, even wood stops magma when it's built as a wall.

Booze-explosions are real.

Should your food storage ignite, it is advisable to lock the doors and forbid the contents of the stockpile just in case. If you think you know where the fire is at the moment, it might be possible to salvage some of the food, but even burning barrels can lit your dwarves on fire or cause them horrible injuries.

If you know where you're going, what you're doing and so on, you can use some embark points on other things than a metal axe. Instead, make a wooden training axe. Dwarves are tenacious at their work and have no problems with using those at woodcutting, and since you always have 3 pieces of wood when embarking, you'll always have materials for an axe. Assuming you remember to make it right from the start.

If you find coal before finding the caverns, use it. Odds of finding something horrible down there goes up the more layers you've breached, although all issues can be averted by keeping entries to the fort closed with walls, or drawbridges and so on.

Magma-men hate your smiths.

So do fire-men.



I think that's enough for now.
Logged

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #7 on: October 22, 2010, 02:29:02 am »

On a related note to the magma-men, always ALWAYS set up a floodgate with a lever before you intentionally flood an area. This allows you to have the option to stop the flow and in the case of magma forges stops magma men from messing with your smiths.

Additionally and I can't believe no one has said this. LOSING IS FUN!!! Do it often. Unless you are building some megacontruction a fort will get rather boring around year 20 or so. Finding ways to increase fun is half the battle. If you find you aren't having enough fun try embarking in a sinister area or some such. However, for beginners keeping your dwarves alive in a serene area can be fun.
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

madmaxxam

  • Bay Watcher
    • View Profile
Re: Essential Stuff to Know for the New DF-er
« Reply #8 on: October 22, 2010, 09:00:24 am »

shift+enter while defining materials used for a construction (walls, floors, etc): designate all materials at once (you may have to use several materials if you're building a 10x10 floor, but this much faster than hitting enter 100 times)
I've been playing for about a month now, and OMG, this will save me so many keystrokes. 
Logged