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Author Topic: My Re-embarking strategy (Probably done before but I couldn't find it)  (Read 2848 times)

MikaTheCrazy

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What you do is embark with a group of only one kind of worker with some food, booze and any needed tools. You then get them to do some sort of task (eg. dig a moat) and then abandon. You keep doing this until you have a good starting fort. Embark normally and enjoy.
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tommy521

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Food will go bad eventually. It's easier to just turn embark points up in the advanced world gen...

MikaTheCrazy

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You only take a little food. Once it gets used up you abandon. Free barrels and no rotten food. I like this strategy because of my aversion to migrants.
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Sadrice

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I'm not certain I see the point of this.  Now that we can store food and booze in rock pots, I never have food storage problems unless I just forget to make them.
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Nameless Archon

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What you do is embark with a group of only one kind of worker with some food, booze and any needed tools. You then get them to do some sort of task (eg. dig a moat) and then abandon. You keep doing this until you have a good starting fort. Embark normally and enjoy.
This is so much easier than simply adjusting the number of embark points to get more free stuff, and turning invaders off to give you as much time to get ready as you could want.

Er.. wait..
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i2amroy

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If you really want more stuff it's probably easier to just turn up embark points in world gen, as then you don't have to spend time embarking/abandoning/re-embarking and it also won't do the bad things the re-embarking does like clearing out the mud from the caverns.
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Loud Whispers

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Food will go bad eventually. It's easier to just turn embark points up in the advanced world gen...

If you leave everything in your starting wagon, it'll never scatter nor will it spoil. It's an exploit, and it makes things ridiculously easy for the starting 7, though I suppose if you wanted to just make some armour for an adventurer or something it makes life easier.

slink

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If you want piles of barrels, get one unit each of every 2 dorfbuck meat.  Each goes in its own barrel.

Stone pots do make the above less exciting.
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GavJ

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Also, if youre doing it for the "get ready" SKILLS you care about, then there are really only 3 skills I find are necessary for major earth moving getting ready actions for a major, complex fort:
1) mining
2) masonry
3) mechanics

You can easily cover all of those very well with 7 dwarves and a ton of embark points.

Then if you want to ALSO get lots of free stuff to start, crank up embark points even more.  If you don't want ANY free stuff or have to deal with scattered junk, then just embark with nothing but 7 picks and a couple axes, (and maybe a couple dozen magma safe rocks), and set your RAWs to [NO_EAT] [NO_SLEEP] [NO_DRINK] and turn off [ALCOHOL_DEPENDENT].  Then build to your content, abandon, and change the raws back to start in earnest.  All 4 of those tags are on the dwarf creature, not the entity, so you can change them mid game.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

rtg593

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Eh. I prefer min/maxing to multiple embarking. Spend 16 points on supplies to make a 44 point pick, make a wood axe onsite, save that too. 1 of each 2 point meat/egg/fish. A handful of turkeys, couple dogs, cats, and pigs. 30 logs, 50 bags of sand, 15 gabbro. Tons of barrels and bags, plenty of food, and I can bring a miner, grower, cook, mason, mechanic, and manager/bookeeper/broker, all with decent skill levels.

Oh, lots of seeds, fewer plants and drinks. Save points there, too. They can drink water if I can't get the farms running fast enough. Embark, make a pick, dig in, fill the stockpile, build and raise a bridge, and go to town. Everyone gets a pick, digs for a bit, then they start specializing.
« Last Edit: April 16, 2012, 08:30:56 pm by rtg593 »
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SixOfSpades

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Re: My Re-embarking strategy (Probably done before but I couldn't find it)
« Reply #10 on: April 16, 2012, 09:54:34 pm »

I re-embarked once by accident, and found that I was totally unable to deconstruct the wagon from my first embark. Although this was a while ago, before I learned that buildings can be forbidden just like items can, so maybe that was what was causing it.

I find the powergaming "embark exploits" to be just that--exploits. What's the point of playing (arguably) the most realistic fantasy game there is if you're just going to turn around and abuse the game engine in unrealistic ways?

With that said, I'll cheat if I think the game's cheating me: In my latest embark, for some reason the game parks my wagon on a steep slope--where it apparently disintegrates. I get no wagon at all, just my pile of stuff. The game stiffs me of 3 wood, so I'll abuse the "And We'll Throw in the Barrel for Free" trick to recover their cost.
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rtg593

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Re: My Re-embarking strategy (Probably done before but I couldn't find it)
« Reply #11 on: April 17, 2012, 05:15:52 am »

I re-embarked once by accident, and found that I was totally unable to deconstruct the wagon from my first embark. Although this was a while ago, before I learned that buildings can be forbidden just like items can, so maybe that was what was causing it.

I find the powergaming "embark exploits" to be just that--exploits. What's the point of playing (arguably) the most realistic fantasy game there is if you're just going to turn around and abuse the game engine in unrealistic ways?

With that said, I'll cheat if I think the game's cheating me: In my latest embark, for some reason the game parks my wagon on a steep slope--where it apparently disintegrates. I get no wagon at all, just my pile of stuff. The game stiffs me of 3 wood, so I'll abuse the "And We'll Throw in the Barrel for Free" trick to recover their cost.

Heh. The embark I posted on here a couple days ago, do 2x2 embark, you don't have a wagon. First time I'd seen that, myself. Searched and searched for it, lol.
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Splint

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Re: My Re-embarking strategy (Probably done before but I couldn't find it)
« Reply #12 on: April 17, 2012, 06:14:30 am »

The components had to be unforbidden. Then you could yank it.

And I usually have my wagon on small embarks.... Unless they managed to wreck it by parking on a space too small to hold the wagon.

Azure

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Re: My Re-embarking strategy (Probably done before but I couldn't find it)
« Reply #13 on: April 17, 2012, 06:53:15 am »

If you just want a lot of goblin free time without turning off invaders you just need to not pop out a hojillion wealth from roasts & armor. Arrive: dig moat, dig to magma, set up forges but not use, dig forge storage and atom smasher, acquire a well, dig a hospital, dig bedrooms and storage, dig underground tree farm, Keep building your perimeter wall & gatehouse while stocking up on cage traps, Dig arena, Begin forging and roast production.

Congrats, you've likely went 1-8+ years with only a very rare ambush and you now have a dug out fort and a perim. wall.

P.S. Shield & Fist militia will handle the job of cleaning out the arena.
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vintermann

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Re: My Re-embarking strategy (Probably done before but I couldn't find it)
« Reply #14 on: April 17, 2012, 07:24:22 am »

I find the powergaming "embark exploits" to be just that--exploits. What's the point of playing (arguably) the most realistic fantasy game there is if you're just going to turn around and abuse the game engine in unrealistic ways?

It's not so unrealistic with an "advance party" preparing the lodgings and returning to the mountainhome before the main group moves in. You can make it especially thematic (and ever so slightly more challenging) by leaving out mining and masonry from the main party, and rather give them a selection of more cute/useless skills like bookkeeper and beekeeper.
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