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Raptomex

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Questions for starting out
« on: February 09, 2014, 06:15:34 pm »

So I've been playing Dwarf Fortress for about a month now. Using the Wiki and YouTube for tutorials. Great stuff. Now I've never been good at strategy games but this game is addicting and has so much depth that I'm willing to learn. I think my problem is I tend to lose control of things by the fourth or fifth waves of migrants. It's like too many dwarves. I usually keep deleting saves and restarting until I have what I know mastered than move on to something new if I can get that far. I do have a few questions, though.

- When should I start setting up my military? I usually don't start creating squads until the third or fourth wave of migrants.
- Should I include females in my squads? I've never gotten a definite answer.
- Should I consider age when creating squads. A lot of my dwarves are old.
- I've read over the trading tutorial on the Wiki several times and I still don't know what I'm doing. I get to like the second menu and set goods to a priority but I don't know if that's what I want from them or what I want to give them. That's as far as I get, really. I always have a broker who's only allowed to trade.
- I create a room, an archery target, and set it as a training room for my archer squad. I set the squad to active/training and assign the room to that squad but I never see them in there. This was most recently. I have crossbows and bolts ready to go so I don't understand the problem. It shows my soldiers as having nothing to do.
- I attempted to set up an archery tower recently. I built a floor, then walls around it but I couldn't build stairs on the ground floor going up. I was going to build a door to get inside on the lower floor but I couldn't even proceed to a second floor. In a separate location outside I just placed upward stairs on the ground and got my second floor created. I built walls out of sandstone surrounding my second floor. Now my question is how do I fortify the walls? I tried to fortify the built walls on the second floor but it wouldn't let me. Does it require a certain stone or material? Remember it was sandstone.
- Getting thread seems to be a problem for me. I never have the right material. Do I need seeds or wheat or something besides animals? The farmer's workshop won't let me process plants. It tells me I don't have any plants available or their dead plants or something. I don't understand. I have a farm going. I usually start planting plump helmets in it's own plot. I know I brought other seeds and wheats and stuff. I've never successfully processed a plant.
- I never embark with hunter. I usually wait until I get a butcher shop set up before hunting and when I do I start getting flies. I keep the butcher shop in a closed off room with a door but I guess I need to start butchering or extracting immediately after bringing back an animal?
- Because of the 2 previous issues above I can never move on to tanning, or spinning, etc. I want to be able to create items for soldiers like flasks and waterskins.
- I use a tileset. After a while my miners begin blinking from like black and white to color. What does that mean?
- Setting up a pen/pasture on an area over or around water, will the animals drink from it automatically? If not do I designate a water source but wouldn't that mean I would have to remove the pen/pasture?
- When would be a good time to start building outside defenses like walls, towers, traps, etc.? I usually get a bunch of stone fall traps set up but that won't work forever.

I usually get as far as setting up one squad then I lose control from there. But at that point I usually have the following workshops created:
Carpenter's
Mason's
Wood Furnace
Smelter
Kitchen
Still
Metalsmith
Farmer's workshop
Mechanic's

Dwarf Therapist is helpful for managing but by the time I get thieves and kidnappers that invade I don't even have a squad set up or if I do they can never catch or kill the intruder and he just keeps interrupting all my dwarves. That's just one or two intruders. I can't imagine what a seige would do. Once I can get this stuff mastered I'll probably work on mastering more military stuff and moving on to other things.

Thank you.

Zammer990

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Re: Questions for starting out
« Reply #1 on: February 09, 2014, 06:34:55 pm »

To answer a few

Females in the military are generally fine, them having babies can be a problem, but soon they becomes uncaring and a happy military won't even care about baby deaths

Age is not a problem, unless you intend to run the fort for several decades

Make sure marksdwarf squads have ammunition (f in the military screen I think)

Smooth walls before you can fortify them

I don't think any animals have to drink

Use cage traps, they're OP as hell right now, and you want them built quite early on to catch thieves and things, also, build 1 bridge into your fort that you can quickly raise.

Only pig tails can be turned into thread, or silk from the caverns
(rope reed works too, but that's aboveground)
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If your animals aren't expendable, you could always station a dwarf or two out there?

VerdantSF

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Re: Questions for starting out
« Reply #2 on: February 09, 2014, 06:41:41 pm »

Welcome to DF!  There are no write or wrong answers for many of your questions, but I'll share my personal preferences for a few.

Quote
When should I start setting up my military? I usually don't start creating squads until the third or fourth wave of migrants.
I start immediately.  I embark with 2 military dwarves (either 2 hammedwarves or 1 hammerdwarf and 1 axedwarf) and get them sparring asap.  Together, they're more than able to handle early threats and provide a great boost to the military later as capable squad leaders.

Quote
Should I include females in my squads? I've never gotten a definite answer.
It's really up to you.  In my current fortress, I originally had no restrictions based on gender.  Recently, after a massive baby boom, I changed my mind.  Now, only unmarried females and widows are eligible for military service.  If you do choose to allow females and keeping children safe is important to you, consider using a maternity leave/kindergarten.

Quote
Should I consider age when creating squads. A lot of my dwarves are old.
I like to have a wide range of ages in the military.  Dwarves can live up 170 years, though they tend to die from old age starting at 160.  Ten years is a decent length of service, so any dwarves 150 years of age and younger are fair game for the military.

Quote
I create a room, an archery target, and set it as a training room for my archer squad. I set the squad to active/training and assign the room to that squad but I never see them in there. This was most recently. I have crossbows and bolts ready to go so I don't understand the problem. It shows my soldiers as having nothing to do.
Create a regular barracks for the squad and set them to train there, too.  It might sound counterintuitive, but it works.

Spoiler (click to show/hide)
« Last Edit: February 09, 2014, 06:53:20 pm by VerdantSF »
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ancistrus

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Re: Questions for starting out
« Reply #3 on: February 09, 2014, 07:20:34 pm »

Quote
So I've been playing Dwarf Fortress for about a month now. Using the Wiki and YouTube for tutorials. Great stuff. Now I've never been good at strategy games but this game is addicting and has so much depth that I'm willing to learn. I think my problem is I tend to lose control of things by the fourth or fifth waves of migrants. It's like too many dwarves. I usually keep deleting saves and restarting until I have what I know mastered than move on to something new if I can get that far. I do have a few questions, though.

find the d_init file in the data/init folder and change the population cap

Quote
- When should I start setting up my military? I usually don't start creating squads until the third or fourth wave of migrants.
It depends on where you are. It is possible to defend yourself without military most of the time, by using traps. Create military soon if there is dangerous wildlife in the location. Otherwise, start conscripting once you have taken care of more important essentials, such as farming. The large migrant wave at the beginning of year 2 should give you enough dwarves to cover that, and a few extra to start an army.

Quote
- Should I include females in my squads? I've never gotten a definite answer.
The only problem with them is that they get babies, which they then carry around. If they no longer get any babies, then there is no reason not to have them in the army. The dwarves will stop getting pregnant and having children once a certain proportion of population are children, or a certain number of dwarves are children. Both conditions can be set in d_init.

Quote
- Should I consider age when creating squads. A lot of my dwarves are old.
No.

Quote
- I've read over the trading tutorial on the Wiki several times and I still don't know what I'm doing. I get to like the second menu and set goods to a priority but I don't know if that's what I want from them or what I want to give them. That's as far as I get, really. I always have a broker who's only allowed to trade.

There is a difference between negotiating trade agreements(which I believe you described) and actual trade. Trading is done in a depot by the broker, and trade agreements are negotiated anywhere by the liason and, in young fortresses, the expedition leader.
When talking with a liason, first you tell them what you want from them the next year(1). Then the very same selection is shown to you, so just ignore that. After that, they show you what they want(2) - this will be a very short list, maybe 15 items or so. Next year they will prioritize the goods you demanded during (1) and will consider the items they have specified in (2) to be of higher value.

Quote
- I create a room, an archery target, and set it as a training room for my archer squad. I set the squad to active/training and assign the room to that squad but I never see them in there. This was most recently. I have crossbows and bolts ready to go so I don't understand the problem. It shows my soldiers as having nothing to do.
Archer training often doesn't run very smoothly and I don't think there is much a player can do. However, make sure your archers also have quivers. And make sure they are wearing the bolts and the crossbows on their person. Once you accomplish that, then you can continue troubleshooting.

Quote
- I attempted to set up an archery tower recently. I built a floor, then walls around it but I couldn't build stairs on the ground floor going up. I was going to build a door to get inside on the lower floor but I couldn't even proceed to a second floor. In a separate location outside I just placed upward stairs on the ground and got my second floor created. I built walls out of sandstone surrounding my second floor. Now my question is how do I fortify the walls? I tried to fortify the built walls on the second floor but it wouldn't let me. Does it require a certain stone or material? Remember it was sandstone.
This is a bit confusing, but in any case, you can not construct stairs on a tile that already has constructed floor on it(natural floor is of course ok).

It seems you are trying to carve fortifications into a constructed wall, which will not work. Carving is only for natural walls. You have to simply build the fortifications, b-C-F.

Quote
- Getting thread seems to be a problem for me. I never have the right material. Do I need seeds or wheat or something besides animals? The farmer's workshop won't let me process plants. It tells me I don't have any plants available or their dead plants or something. I don't understand. I have a farm going. I usually start planting plump helmets in it's own plot. I know I brought other seeds and wheats and stuff. I've never successfully processed a plant.
First of all, "no XX available" does not always mean you don't have what you need. It is also possible (and in this version, very likely), that some other dwarf is using the needed item or carrying it somewhere.
There are three types of thread. Plant thread is made from rope reed or pig tails. (this is easiest to set up) Silk thread is made from silk, which has to be present in an accessible location. It tends to appear spontaneously or it can be made by certain types of monsters. Hair thread is obviously made from animals, but truth be told I never bothered with that.

Quote
- I never embark with hunter. I usually wait until I get a butcher shop set up before hunting and when I do I start getting flies. I keep the butcher shop in a closed off room with a door but I guess I need to start butchering or extracting immediately after bringing back an animal?
That should happen automatically as long as you have a butcher who is available.

Quote
- Because of the 2 previous issues above I can never move on to tanning, or spinning, etc. I want to be able to create items for soldiers like flasks and waterskins.
Flies don't always mean that the food is rotten.

Quote
- I use a tileset. After a while my miners begin blinking from like black and white to color. What does that mean?
I never used a tileset, but dwarves blink once they reach status legendary in any skill.

Quote
- Setting up a pen/pasture on an area over or around water, will the animals drink from it automatically? If not do I designate a water source but wouldn't that mean I would have to remove the pen/pasture?
Animals don't need to drink.


Quote
- When would be a good time to start building outside defenses like walls, towers, traps, etc.? I usually get a bunch of stone fall traps set up but that won't work forever.
It is possible to survive by sealing yourself in, so you never really HAVE to do these things. Just do them whenever you feel like, but be prepared to cancel everything, send dwarves inside and seal the entrance (usually done with a drawbridge). Also, if you decide to do anything outside, you will lose some dwarves eventually.


Quote
I usually get as far as setting up one squad then I lose control from there. But at that point I usually have the following workshops created:
Carpenter's
Mason's
Wood Furnace
Smelter
Kitchen
Still
Metalsmith
Farmer's workshop
Mechanic's

Dwarf Therapist is helpful for managing but by the time I get thieves and kidnappers that invade I don't even have a squad set up or if I do they can never catch or kill the intruder and he just keeps interrupting all my dwarves. That's just one or two intruders. I can't imagine what a seige would do. Once I can get this stuff mastered I'll probably work on mastering more military stuff and moving on to other things.

Thank you.
Discovered thieves will immediately try to escape to the map's edge, so they are a problem that solves itself(but they can injure and kill in the process). Siege will arrive already visible, and with an announcement. The nastiest thing in the game is actually an ambush.
For initial defense against thieves, chain a dog, or any other animal, near to the entrance.
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vjek

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Re: Questions for starting out
« Reply #4 on: February 09, 2014, 08:03:34 pm »

My opinions:

- When should I start setting up my military? I usually don't start creating squads until the third or fourth wave of migrants.
-- Unnecessary until after the visit of the first caravan/liaison, typically.
- Should I include females in my squads? I've never gotten a definite answer.
-- If you don't use danger rooms to train, gender doesn't matter.
- Should I consider age when creating squads. A lot of my dwarves are old.
-- I never have.
- I've read over the trading tutorial on the Wiki several times and I still don't know what I'm doing. I get to like the second menu and set goods to a priority but I don't know if that's what I want from them or what I want to give them. That's as far as I get, really. I always have a broker who's only allowed to trade.
-- There is no need to trade, strictly speaking.  Everything you need to defend yourself you can make yourself, with varying degrees of effectiveness, on any embark.
- I create a room, an archery target, and set it as a training room for my archer squad. I set the squad to active/training and assign the room to that squad but I never see them in there. This was most recently. I have crossbows and bolts ready to go so I don't understand the problem. It shows my soldiers as having nothing to do.
-- skipping this one, for now, just know it can be done.
- I attempted to set up an archery tower recently. I built a floor, then walls around it but I couldn't build stairs on the ground floor going up. I was going to build a door to get inside on the lower floor but I couldn't even proceed to a second floor. In a separate location outside I just placed upward stairs on the ground and got my second floor created. I built walls out of sandstone surrounding my second floor. Now my question is how do I fortify the walls? I tried to fortify the built walls on the second floor but it wouldn't let me. Does it require a certain stone or material? Remember it was sandstone.
-- skipping this one.  Again, it can be done, but isn't necessary if you're going underground.
- Getting thread seems to be a problem for me. I never have the right material. Do I need seeds or wheat or something besides animals? The farmer's workshop won't let me process plants. It tells me I don't have any plants available or their dead plants or something. I don't understand. I have a farm going. I usually start planting plump helmets in it's own plot. I know I brought other seeds and wheats and stuff. I've never successfully processed a plant.
-- thread is found on exactly two crops that dwaves can plant. rope reed and pig tails, but there are many ways to get it. http://dwarffortresswiki.org/index.php/DF2012:Thread
- I never embark with hunter. I usually wait until I get a butcher shop set up before hunting and when I do I start getting flies. I keep the butcher shop in a closed off room with a door but I guess I need to start butchering or extracting immediately after bringing back an animal?
-- I never use hunters.  They're too risky, and require too much micro-management.  You're better off raising your own animals.  Peafowl, to be precise.  Bring two, feed yourself forever.  Or skip animals altogether and just use crops.
- Because of the 2 previous issues above I can never move on to tanning, or spinning, etc. I want to be able to create items for soldiers like flasks and waterskins.
-- soldiers don't need these, strictly.  Just set them to take no food and no drink.  When they're hungry/thirsty, they'll find it at the nearest stockpile that contains it.
- I use a tileset. After a while my miners begin blinking from like black and white to color. What does that mean?
-- Sometimes blinking can means they're Legendary in a skill, I think?
- Setting up a pen/pasture on an area over or around water, will the animals drink from it automatically? If not do I designate a water source but wouldn't that mean I would have to remove the pen/pasture?
-- animals don't need to drink, as far as I know.
- When would be a good time to start building outside defenses like walls, towers, traps, etc.? I usually get a bunch of stone fall traps set up but that won't work forever.
-- a single tile-width path into the fortress lined with 10 x serrated discs (even glass) or 10 x screws (even wood) will keep you defended from everything but trapavoid creatures. 9 or 10 tiles long, and you're going to be fine 99% of the time.

Clover Magic

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Re: Questions for starting out
« Reply #5 on: February 09, 2014, 08:20:16 pm »

My lengthy opinions!

- When should I start setting up my military? I usually don't start creating squads until the third or fourth wave of migrants.
This depends.  How willing are you to rely on traps and drawbridges to defend yourself?  If you have no qualms about turtling or spamming traps for early defense, then starting to pick migrants for squads from the second year on is fine.  If you're going for an open-fort policy, though, it's best to bring at least one military dwarf from the very beginning and focus on filling military squads for defense.

- Should I include females in my squads? I've never gotten a definite answer.
If you use danger rooms, no.  Danger rooms are spectacular baby squishers.  If you train the old-fashioned way, I'd still not recommend it, but a proper infrastructure for happiness and a sufficiently-jaded military dwarf will probably not care about losing a baby here and there.  I personally keep married females out of my squads for ease, though.

- Should I consider age when creating squads. A lot of my dwarves are old.
Only if they're 150 or more, which is when they'll start rolling for old age death.  Otherwise even an "old" dwarf of 120 will give you 40 years of military service, so it's not something to worry about until your fort has been going for decades or more.

- I've read over the trading tutorial on the Wiki several times and I still don't know what I'm doing. I get to like the second menu and set goods to a priority but I don't know if that's what I want from them or what I want to give them. That's as far as I get, really. I always have a broker who's only allowed to trade.

I don't know what exact problems you're having with trading so I'm just gonna write everything.  When you're setting goods to a priority, that's you actually requesting goods.  The caravan next year will bring more of those supplies, depending on how urgent you mark it (blue is less important, yellow is very important).  The more important you mark the goods, the more they'll prioritize bringing them, but the more expensive they will be.  After you confirm which goods you want on priority, then you'll get a third screen with a little list of usually about 10 items or so that the mountainhomes want, similarly marked for importance (if goblets, for example, are marked yellow, then they'll pay much more for goblets).  To actually trade, make sure the caravan is done unloading, request your trader at the depot (q -> r) and when both your trader and the caravan are ready at the depot, trade! (q -> t)  Your items for trade are on the right side (bring goods with q -> g, go through the list and hit enter on what you want to sell and wait for your dwarves to haul it to the depot).  Mark all the goods you want to sell on the right with enter (goods marked for trade will get a [T]), and mark the goods you want to buy from the traders on the left, and always watch the numbers on the bottom.  The value on the trader's side should be black, not red, and for the traders to accept your offer you usually want a trader profit of at least half that value.  Once you have marked everything you want to trade, hit "t" to trade.  The top box of text will tell you if you're successful or not: he'll thank you for your business if they accept with no question, make a counteroffer if the trader profit is close but not enough to trade, or refuse if your offer is too low/your goods are too heavy for the caravan (monitored at the bottom).  If your trader has the Judge of Intent skill, you can also track the merchant's mood in this text box: if he seems "willing to trade" you're doing good or haven't pissed them off yet, "seems ecstatic with the trading" means you've given him a good deal (ecstatic traders bring more goods next year and thus more business) and if you keep trying to force a non-acceptable trade (or offer elves wood products) they will eventually drop to "unwilling to trade" where they'll refuse any further trade attempts and pack up and leave once you exit the trading screen.  Also, be careful to TRADE in the trade screen, NOT offer.  Offer gives away the goods for free to improve civ relations (and get the king and such in dwarven nobility), it does not offer the goods for trade.  It's a common mistake to make for new players.

- I create a room, an archery target, and set it as a training room for my archer squad. I set the squad to active/training and assign the room to that squad but I never see them in there. This was most recently. I have crossbows and bolts ready to go so I don't understand the problem. It shows my soldiers as having nothing to do.
Like Verdant said, create a normal barracks for them.  It should help.

- I attempted to set up an archery tower recently. I built a floor, then walls around it but I couldn't build stairs on the ground floor going up. I was going to build a door to get inside on the lower floor but I couldn't even proceed to a second floor. In a separate location outside I just placed upward stairs on the ground and got my second floor created. I built walls out of sandstone surrounding my second floor. Now my question is how do I fortify the walls? I tried to fortify the built walls on the second floor but it wouldn't let me. Does it require a certain stone or material? Remember it was sandstone.
If you build a floor with the Construct menu, you can't build any other Construct buildings on it: walls, ramps, stairs, etc.  Leave a bare spot to build stairs on in the future.  As for fortifications, you can't smooth or carve fortifications on constructed walls, you'll have to build them like the walls ( b -> C -> F).  Again, remember that you can't build them on a previous construction such as a floor.  So remove the walls and replace them with constructed fortifications.

- Getting thread seems to be a problem for me. I never have the right material. Do I need seeds or wheat or something besides animals? The farmer's workshop won't let me process plants. It tells me I don't have any plants available or their dead plants or something. I don't understand. I have a farm going. I usually start planting plump helmets in it's own plot. I know I brought other seeds and wheats and stuff. I've never successfully processed a plant.
You need a fully-grown plant to process.  To make thread, you'll need pig tails (underground) or rope reeds (aboveground).  If you're continuously brewing, turn off brewing for pig tails in the Kitchen menu (from the z screen).  Make sure you have a farm plot dedicated to growing pig tails and/or rope reeds (pig tails only grow in summer and fall, for the record).  Make sure you've got some idle dwarves to harvest grown plants as well.  Once you've got some pig tails or rope reeds in your food stockpiles, choose to process plants.  As long as the workshop isn't restricted to a different stockpile and there's no burrows in the way, then a dwarf with the threshing skill enabled will come along and turn the plants into thread.  You can get some fully-grown plants immediately by having a dwarf with plant gathering enabled and designating a swath of shrubs to be harvested - they might find some pig tails or rope reeds for you.  You can also get thread from silk (found in the caverns, can be risky but there's usually a lot of it, build a loom and set a Collect Webs job and a Weaving-enabled dwarf will go out into the caverns and harvest the stuff) or by shearing livestock (alpacas, sheep, and llamas give wool when sheared at a farmer's workshop, which can be spun into thread at the same workshop).

- I never embark with hunter. I usually wait until I get a butcher shop set up before hunting and when I do I start getting flies. I keep the butcher shop in a closed off room with a door but I guess I need to start butchering or extracting immediately after bringing back an animal?

Flies don't really matter (aside from annoying dwarves, which is usually negligible if your infrastructure is sound).  Make sure you have a tanner's workshop set up as well to tan the skin into leather, and a refuse stockpile to accept the byproducts.  After that, just make sure you have idle dwarves with hauling enabled to keep the the butcher's shop clean and make sure nothing rots inside it.  You can prevent miasma by either having your butchering stuff outside (risky but no miasma), closing off the area with doors so miasma doesn't spread, or just making sure that your labor chain is always ready to process kills (a butcher, a tanner, and haulers to carry stuff).  A hunter should automatically bring back his kills to an available butcher's shop as long as he's not interrupted, and unless you change the Orders (press o) then a butcher should automatically be queued to process the kill, and a tanner to make leather after that happens.  If a hunter drops his kill, make sure that you have a refuse stockpile that accepts corpses (trough q -> s on an existing stockpile) and that dwarves will gather outside refuse through the Orders screen - then, even if a hunter drops his kill while returning it, a hauling dwarf will go outside and grab it and bring it back, after which you can queue up a butchering job manually.

- Because of the 2 previous issues above I can never move on to tanning, or spinning, etc. I want to be able to create items for soldiers like flasks and waterskins.
See above.  Make sure that the hunter is properly bringing back his kills, make sure that you have a dwarf with Butchering enabled as a skill, make sure you have dwarves available for hauling.  Unless you mess with orders, butchering and tanning should happen automatically unless the hunter is interrupted.  If stuff is rotting in the butcher's shop, make sure that your butchery dwarf has ONLY butchering enabled so he won't be distracted with hauling or planting or something.

- I use a tileset. After a while my miners begin blinking from like black and white to color. What does that mean?
That just means that they are now legendary miners.  All dwarves who achieve Legendary in a skill start flashing.  Legendary dwarves are very skilled and valuable.  Legendary miners mine much faster than others.

- Setting up a pen/pasture on an area over or around water, will the animals drink from it automatically? If not do I designate a water source but wouldn't that mean I would have to remove the pen/pasture?
Animals do not need to drink water unless they possess the CAN_SPEAK tag.  Yours cows and sheep will live out long healthy lives with no need for water at all.  If you have a CAN_SPEAK animal tamed in your fort (impossible without mods in the current version, I believe) then you would need to designate a pen/pasture AND a water source (you can assign multiple uses to an activity zone, so making a zone with a bit hanging over a brook or murky pool will give you a pasture with a water source) but since this does not happen in vanilla, you do not need to worry about giving your animals water.

- When would be a good time to start building outside defenses like walls, towers, traps, etc.? I usually get a bunch of stone fall traps set up but that won't work forever.
As soon as possible, honestly.  Set a dwarf to making some stone blocks (you get 4 blocks per 1 boulder, so this will increase your building resources) and try to get a wall surrounding your entrance with a raising bridge linked to an inside lever in the first year.  (Remember to keep the bridge three tiles wide for wagon access!)  If possible roof it over for flying enemies and any unpleasant weather effects in evil biomes.  Nothing in the game can destroy a raised bridge yet, so they're very useful entrance sealants, so a walled-off entrance with a drawbridge for access will keep you safe from any non-flying enemies until you're ready to face them head-on.
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Raptomex

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Re: Questions for starting out
« Reply #6 on: February 10, 2014, 12:33:58 am »

Thanks a lot, all. Very helpful.

I've been using DFSP and it's been helpful. I keep the population cap at about 150 - 200.

My initial vision was to keep my dwarves underground (obviously) and rotate the military outside on patrols and such. Same with the archery towers. Kind of like lookouts, if you will.

I knew about the babies that's why I asked about females. But I always seem to never have enough males for how I want the squads set up. As for age, I didn't realize they live to about 170.

So my miners are legendary? Hilarious. It thought they were extremely tired or something.

As for the thread, I'll have to try again. I think the game is always telling me I don't have any to process. But I always have a few plots with various things growing so I never understood why. I always disable plump helmets from being cooked. But I don't want to run out of food so I don't want to disable everything.

I was so focused on keeping my animals alive I just assumed they needed water. With that said do I wait for them to breed then kill some to get food? As for hunting, I'm wary. I know keeping dwarves outside for too long can be a bad thing. But if I was to set a dwarf for hunting, I would dedicated butcher ready to go?

As for the trading, I'll try again and read over this topic as I do it.

Maybe I misread the Wiki. I probably did. I thought I had to create walls then fortify them. I didn't realize I just had to select fortification. Good to know, thanks.

I have a question about bedrooms. Now for nobles I create what they require. I usually set up a dormitory first somewhere and keep the second z level down for bedrooms, meeting hall, and dining room. But mining out the rooms will take a while knowing I have more dwarves coming and I need to mine for resources. The dormitory gives some negative thoughts but I hear it's not too much of a problem. Correct?

Here's how I normally prepare for my embark:
2 miners
1 carpenter/wood burner
1 wood cutter
1 mason/furnace operator
1 farmer (grower)/plant gathering
1 appraiser (broker)/architect

Then I usually bring hens and roosters for eggs (which I create a nest box and haven't successfully retrieved an egg), 2 cats and 2 dogs. I also increase the amount of all the seeds I can plant. Maybe this isn't as efficient as I hope it is for embarking? I really want to be able to stop intruders. They always tend to escape off the edge, it would be nice if my dwarves could catch up and kill them. So if I want to bring a military dwarf or a couple of some sort should I also bring along some weapons and armor? Once I begin I always like to start getting workshops set up and create some beds, barrels, and bins first while my miners are mining. Sooner or later I begin making some coal, smelting, and I start creating weapons. It's usually after this when I start creating squads since I have some equipment ready. I usually create squads of five, though I've been thinking about shrinking them for now.

Because I've ran into these issues I still use the Wiki tutorial recommended settings during set up. No aquifers, low savage and evil, deep soil, flux stone, shallow metals, and I make sure there's a river. I created some working floodgates via levers in one of my first fortresses. I was going plan something like that for my farms. Opening the floodgates to create mud/soil or water farms. This was a while ago and forgot my initial vision for that. It seems I don't need to water farms for any reason? The farms always seem to be successful. Knowing animals don't need water and just from experience, I'm questioning if water is even relevant since dwarves don't like it anyway. If soldiers carry around water will that cause negative thoughts?

Also, why does the sheriff require a dining room? Once it's set up will other dwarves eat in the dining room as well? Or should I create multiple?
« Last Edit: February 10, 2014, 12:35:48 am by Raptomex »
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ancistrus

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Re: Questions for starting out
« Reply #7 on: February 10, 2014, 01:50:23 am »

Quote
I was so focused on keeping my animals alive I just assumed they needed water. With that said do I wait for them to breed then kill some to get food? As for hunting, I'm wary. I know keeping dwarves outside for too long can be a bad thing. But if I was to set a dwarf for hunting, I would dedicated butcher ready to go?
They either need grass to feed on or nothing at all. Fungus and cave moss counts as grass for this purpose.
Yes, let them breed, kill the older once you have younger stock of both genders, it is quite intuitive. The only unrealistic thing is that you can breed animals from the same limited gene pool for many generations and nothing bad will happen.
I don't really understand the last sentence here.

Quote
I have a question about bedrooms. Now for nobles I create what they require. I usually set up a dormitory first somewhere and keep the second z level down for bedrooms, meeting hall, and dining room. But mining out the rooms will take a while knowing I have more dwarves coming and I need to mine for resources. The dormitory gives some negative thoughts but I hear it's not too much of a problem. Correct?
Dwarven mood is simply a number. Bad thoughts lower this number. Sleeping in a dormitory causes only a small decrease, but when several minor unhappy thoughts accumulate, they can be just as devastating as a single major one.

Quote
Here's how I normally prepare for my embark:
2 miners
1 carpenter/wood burner
1 wood cutter
1 mason/furnace operator
1 farmer (grower)/plant gathering
1 appraiser (broker)/architect

Then I usually bring hens and roosters for eggs (which I create a nest box and haven't successfully retrieved an egg), 2 cats and 2 dogs. I also increase the amount of all the seeds I can plant. Maybe this isn't as efficient as I hope it is for embarking?

It is not really that important.

Quote
I really want to be able to stop intruders. They always tend to escape off the edge, it would be nice if my dwarves could catch up and kill them. So if I want to bring a military dwarf or a couple of some sort should I also bring along some weapons and armor?
Any armor you could afford to bring would not be very effective. Besides, there is no point in trying to catch the thieves. Your dwarves would require a year of training or more before they become fast enough to catch them. And giving dwarves armor slows them down even more. If you really wish to leave no kobold unpunished your best option is to put every single civilian(except miners and woodcutters) into military and give them crossbows and bolts.


Quote
Because I've ran into these issues I still use the Wiki tutorial recommended settings during set up. No aquifers, low savage and evil, deep soil, flux stone, shallow metals, and I make sure there's a river. I created some working floodgates via levers in one of my first fortresses. I was going plan something like that for my farms. Opening the floodgates to create mud/soil or water farms. This was a while ago and forgot my initial vision for that. It seems I don't need to water farms for any reason? The farms always seem to be successful. Knowing animals don't need water and just from experience, I'm questioning if water is even relevant since dwarves don't like it anyway. If soldiers carry around water will that cause negative thoughts?
1.Dirt does not need to be exposed to water before you can farm, but stone does.
2.Injured or sick dwarves do not drink alcohol and will die without a water source.
3.Water can be used as a source of power.
4.It can also be used to create more complex mechanical projects (imagine,for example, you want a single lever to do multiple things)
5.Dwarves use water to clean themselves. Without cleaning they become very filthy. If they are injured, being filthy increases chance of infection.

Quote
Also, why does the sheriff require a dining room? Once it's set up will other dwarves eat in the dining room as well? Or should I create multiple?
Nobles being unreasonable pricks has always been a part of DF. He wants a personal dining room just because. Realize that you don't need to make an opulent, big dining hall for him. Just dig a hole, put some low quality table and chair inside and it's done.
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Raptomex

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Re: Questions for starting out
« Reply #8 on: February 10, 2014, 02:53:01 am »

Thanks.

Quote
I was so focused on keeping my animals alive I just assumed they needed water. With that said do I wait for them to breed then kill some to get food? As for hunting, I'm wary. I know keeping dwarves outside for too long can be a bad thing. But if I was to set a dwarf for hunting, I would dedicated butcher ready to go?
They either need grass to feed on or nothing at all. Fungus and cave moss counts as grass for this purpose.
Yes, let them breed, kill the older once you have younger stock of both genders, it is quite intuitive. The only unrealistic thing is that you can breed animals from the same limited gene pool for many generations and nothing bad will happen.
I don't really understand the last sentence here.
Oops, for the last sentence I meant to ask would I need a dedicated butcher ready to go? Like ready to extract or butcher an animal? So I don't have corpses rotting in the butcher's shop.

fortydayweekend

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Re: Questions for starting out
« Reply #9 on: February 10, 2014, 04:35:41 am »

As for the thread, I'll have to try again. I think the game is always telling me I don't have any to process. But I always have a few plots with various things growing so I never understood why. I always disable plump helmets from being cooked. But I don't want to run out of food so I don't want to disable everything.

You might have to also turn off brewing pig tails

Quote
I was so focused on keeping my animals alive I just assumed they needed water. With that said do I wait for them to breed then kill some to get food? As for hunting, I'm wary. I know keeping dwarves outside for too long can be a bad thing. But if I was to set a dwarf for hunting, I would dedicated butcher ready to go?

Hunting isn't too bad if you keep an eye on them and are prepared for some losses. It can be a good way to get a lot of bones to make bolts to train up your marksdwarves before you can mass-produce copper bolts. But the problems are the amount of time it takes them to kill something when hunting alone, and the risk of falling asleep and becoming wolverine-food. A safer way is to use military kill orders instead, that way you have more control over where they go, you can use a whole squad at a time so kills are quicker so there's less time outside, and they don't fall asleep.

Quote
I have a question about bedrooms. Now for nobles I create what they require. I usually set up a dormitory first somewhere and keep the second z level down for bedrooms, meeting hall, and dining room. But mining out the rooms will take a while knowing I have more dwarves coming and I need to mine for resources. The dormitory gives some negative thoughts but I hear it's not too much of a problem. Correct?

A whole bunch of stuff (private rooms, possessions, pets, waterfalls, food, booze, preferences, family, work, fighting etc etc etc) makes dwarves happy. You don't need all of it - just pick a couple of things to do well. Nice dining area + good booze variety + good food is enough to keep most of them happy, you don't need to rush to build private rooms. Obviously the happier they are the more resistant they'll be when disaster strikes but there's no hurry or need to do everything.

Quote
Here's how I normally prepare for my embark:
2 miners
1 carpenter/wood burner
1 wood cutter
1 mason/furnace operator
1 farmer (grower)/plant gathering
1 appraiser (broker)/architect

Then I usually bring hens and roosters for eggs (which I create a nest box and haven't successfully retrieved an egg), 2 cats and 2 dogs. I also increase the amount of all the seeds I can plant. Maybe this isn't as efficient as I hope it is for embarking?

Probably the most efficient is just take 1 pick :) The pack animals provide plenty of food, you can gather plants off the ground for booze, and wait for immigrants to bring other animals.

That said, taking seeds, some plump helmets, leather/thread for bags (or just some bags) will speed things up at the start.

Quote
I really want to be able to stop intruders. They always tend to escape off the edge, it would be nice if my dwarves could catch up and kill them. So if I want to bring a military dwarf or a couple of some sort should I also bring along some weapons and armor?

It takes a pretty fast dwarf to catch up to a fleeing kobold or goblin, they'll need a lot of training to get to that point. But you can use walls, fortifications, bridges, moats etc etc etc to give your slow recruits a chance to surprise them. Intruders run slower when they've been shot so having some marksdwarves around helps too. :)

If you don't spend any embark points on animals, food, booze or lots of skill points, you'll definitely have enough to equip a couple of dwarves with some basic armour and weapons. But again it's not necessary and probably not very helpful (I did it on my last embark and used them to kill some wild animals, but it didn't really make any difference to the game.)

Quote
Because I've ran into these issues I still use the Wiki tutorial recommended settings during set up. No aquifers, low savage and evil, deep soil, flux stone, shallow metals, and I make sure there's a river. I created some working floodgates via levers in one of my first fortresses. I was going plan something like that for my farms. Opening the floodgates to create mud/soil or water farms. This was a while ago and forgot my initial vision for that. It seems I don't need to water farms for any reason? The farms always seem to be successful. Knowing animals don't need water and just from experience, I'm questioning if water is even relevant since dwarves don't like it anyway. If soldiers carry around water will that cause negative thoughts?

Once you work out a way to to set up a well, it's a simple early addition and it's good for cleaning (though they can use a river) and pretty much essential for treating injuries.

Because farms don't take much space there's not often a need for muddying stone. But deliberately flooding sections of your fortress can be lots of fun so it's definitely worth a try.
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klefenz

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Re: Questions for starting out
« Reply #10 on: February 10, 2014, 06:11:04 am »

As for the sheriff, don't assign one, he's useless right now.

For snatchers you can make sure no females are assigned to outside work (wood cutting, hunting, fishing, wood hauling) This way snatchers will try to enter the fortress and be discovered by your dogs.

Also for wood cutters disable wood hauling, this way they don't stop downing trees to haul the wood inside, idle dwarves can do that.

Regarding defense use lots of cage traps. You can use the prisoners for military practice afterwards. Marksdwarves get more experience from shooting live targets. If you leave the goblins with their armor and make your dwarves use wooden bolts they will last forever.

Don't bother too much with farming for string/cloth, buy lots of cloth and leather from the elven and dwarf caravan, seriously, they bring metric shitloads of cloth at low prices, just give them whatever crap you have, stone crafts and gems will do.

About caravans, give them all your useless crap, like tattered clothes (XXitemXX). Dwarves will not use them if there are better items available, so just "donate" your old rags to the elves, you can even trade those for new cloth. Getting rid of items improves FPS.

Quote
Here's how I normally prepare for my embark:
2 miners
1 carpenter/wood burner
1 wood cutter
1 mason/furnace operator
1 farmer (grower)/plant gathering
1 appraiser (broker)/architect

No brewer?

If you're in a siege you can just seal up with a drawbridge and wait for the human/dwarven caravan to kill them. The elves have no guards and will get slaughtered (if this happens you can take their stuff afterwards).

And remember, marksdwarves don't need armor. Actually, it only slows them down.

Erils

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Re: Questions for starting out
« Reply #11 on: February 10, 2014, 06:17:46 am »

This is just a question that I have but can thralls die?  A haunting smoke cloud thralled one of m cats that was roaming about and I have had my military attacking him non-stop for quite some time now. They can't seem to kill it though, even though they are using weapons.
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Clover Magic

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Re: Questions for starting out
« Reply #12 on: February 10, 2014, 10:13:40 am »

Thanks.

Quote
I was so focused on keeping my animals alive I just assumed they needed water. With that said do I wait for them to breed then kill some to get food? As for hunting, I'm wary. I know keeping dwarves outside for too long can be a bad thing. But if I was to set a dwarf for hunting, I would dedicated butcher ready to go?
They either need grass to feed on or nothing at all. Fungus and cave moss counts as grass for this purpose.
Yes, let them breed, kill the older once you have younger stock of both genders, it is quite intuitive. The only unrealistic thing is that you can breed animals from the same limited gene pool for many generations and nothing bad will happen.
I don't really understand the last sentence here.
Oops, for the last sentence I meant to ask would I need a dedicated butcher ready to go? Like ready to extract or butcher an animal? So I don't have corpses rotting in the butcher's shop.

If you intend to hunt, then yes.  A single dwarf with butchery/tanning enabled and all other skills turned off will keep your hunting kills nicely processed.  If you want a variety of meat, bones, and leather, though, I actually recommend not hunting at all - instead, pepper the surface of your fort with cage traps.  Most wild animals can be trained for domestication.  Get a few dwarves with Animal Training enabled, catch some wild animals, and train them (using the Animals screen in the z screen).  Once you've trained them, stick them in a pasture that also has animal training activated, and your dwarves will automatically keep up with their training so they don't go feral.  With some luck, you can capture a male and female of the same species, and start a livestock industry with your new animals.  Once you have some good animal trainers and several generations in your fort, you can even fully tame the species!  This is much more efficient than hunting, as it gives you a renewable source of valuable animals - a single legendary hunter can cause all of your wildlife to go extinct after a few years, but animal trainers and tamed wild creatures can give you those animals indefinitely.

This is just a question that I have but can thralls die?  A haunting smoke cloud thralled one of m cats that was roaming about and I have had my military attacking him non-stop for quite some time now. They can't seem to kill it though, even though they are using weapons.
They can, but they are extremely tough and only die to...beheading and bisection, I believe?  Blunt and piercing weapons are essentially useless on them.  Get some good-quality swords and axes to fight thralls.  Either way you are very lucky that it was only a cat, as a decent-sized thrall is usually a fort-ender if your military is not sufficiently skilled.  Also be careful, as dwarves are known to try fighting a small thrall like a cat until they starve to death.  You could also try to lure it into an atom-smasher - thralldom doesn't come with immunity to being squished by a bridge.
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Erils

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Re: Questions for starting out
« Reply #13 on: February 10, 2014, 12:20:37 pm »

This is just a question that I have but can thralls die?  A haunting smoke cloud thralled one of m cats that was roaming about and I have had my military attacking him non-stop for quite some time now. They can't seem to kill it though, even though they are using weapons.
They can, but they are extremely tough and only die to...beheading and bisection, I believe?  Blunt and piercing weapons are essentially useless on them.  Get some good-quality swords and axes to fight thralls.  Either way you are very lucky that it was only a cat, as a decent-sized thrall is usually a fort-ender if your military is not sufficiently skilled.  Also be careful, as dwarves are known to try fighting a small thrall like a cat until they starve to death.  You could also try to lure it into an atom-smasher - thralldom doesn't come with immunity to being squished by a bridge.

Thanks. I had some axedwarfs and sworddwarfs fighting it, but it wasn't dying. They cut off all its paws and its tail, nose and eyes, but it didn't die. Then they all died of thirst because they wouldn't leave when I told them to. Anyway to prevent that?

Also, one  of my fisherdwarfs was thralled, but isn't coming near the fort, just walking around by the small lake he was fishing at. Any idea what to do?
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klefenz

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Re: Questions for starting out
« Reply #14 on: February 10, 2014, 04:01:25 pm »

This is just a question that I have but can thralls die?  A haunting smoke cloud thralled one of m cats that was roaming about and I have had my military attacking him non-stop for quite some time now. They can't seem to kill it though, even though they are using weapons.
They can, but they are extremely tough and only die to...beheading and bisection, I believe?  Blunt and piercing weapons are essentially useless on them.  Get some good-quality swords and axes to fight thralls.  Either way you are very lucky that it was only a cat, as a decent-sized thrall is usually a fort-ender if your military is not sufficiently skilled.  Also be careful, as dwarves are known to try fighting a small thrall like a cat until they starve to death.  You could also try to lure it into an atom-smasher - thralldom doesn't come with immunity to being squished by a bridge.

Thanks. I had some axedwarfs and sworddwarfs fighting it, but it wasn't dying. They cut off all its paws and its tail, nose and eyes, but it didn't die. Then they all died of thirst because they wouldn't leave when I told them to. Anyway to prevent that?

Also, one  of my fisherdwarfs was thralled, but isn't coming near the fort, just walking around by the small lake he was fishing at. Any idea what to do?

Cage Traps. Later you can find uses for the thralls, archery practice, weaponization, etc.
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