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Author Topic: Items you now include in the embark.  (Read 6788 times)

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Re: Items you now include in the embark.
« Reply #75 on: January 14, 2010, 08:19:41 am »

I usually bring a piece or twelve of microcline because I love its color. (its just in case I don't fine microcline underground (which hasn't happened yet, I always find it  ;D ) )
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SirHoneyBadger

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Re: Items you now include in the embark.
« Reply #76 on: January 14, 2010, 06:02:55 pm »

As far as skills go, I find myself bringing 2 dwarfs proficient in both mining and wrestling. That gives me a nice core for my military (and an immediate defensive force), as well as quick tunneling (from which they soon achieve Legendary Miner, and can then start sparring).

2 copper picks, too, if I can afford them.
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moosejuice

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Re: Items you now include in the embark.
« Reply #77 on: January 14, 2010, 07:14:53 pm »

I bring nothing. I require my dorfs to make everything from scratch. If they fail I label them as worthless swine and toss them into the pit of wolves(or they die from goblins, hippopotamuses, spiders, carp and other dangerous beasts) This separates the strong dwarfs from the weak dwarfs.
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jokermatt999

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Re: Items you now include in the embark.
« Reply #78 on: January 14, 2010, 07:32:36 pm »

I bring nothing. I require my dorfs to make everything from scratch. If they fail I label them as worthless swine and toss them into the pit of wolves(or they die from goblins, hippopotamuses, spiders, carp and other dangerous beasts) This separates the strong dwarfs from the weak dwarfs.

Isn't this impossible? You have to have either a pick or an axe to actually get building material (barring bringing some), don't you? I guess you could deconstruct a human town, but that doesn't seem to fit the spirit of the challenge.
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SirHoneyBadger

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Re: Items you now include in the embark.
« Reply #79 on: January 14, 2010, 07:36:09 pm »

You could hypothetically just bring plump helmets, use the seeds to farm, and then trade plump helmets for everything you needed. That would require a natural cave with a dirt floor, however, which I've yet to see.
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CobaltKobold

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Re: Items you now include in the embark.
« Reply #80 on: January 14, 2010, 07:46:06 pm »

Herbalism for aboveground plants, silly.
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SirHoneyBadger

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Re: Items you now include in the embark.
« Reply #81 on: January 14, 2010, 07:52:48 pm »

Right. With herbalism, you don't have to bring anything.
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jokermatt999

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Re: Items you now include in the embark.
« Reply #82 on: January 14, 2010, 08:46:44 pm »

Right. With herbalism, you don't have to bring anything.

Wrong. Herbalism will get you plants, and nothing more. You still have nothing to build a still (although you can survive on water), trade depot, etc. You cannot physically make anything without bringing *something*, was my point. You can survive, just not do anything other than gather plants, kill animals, and live.
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Lord Shonus

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Re: Items you now include in the embark.
« Reply #83 on: January 14, 2010, 09:04:16 pm »

You almost always have three wood from the waggon.
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gtmattz

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Re: Items you now include in the embark.
« Reply #84 on: January 14, 2010, 09:11:40 pm »

With that 3 wood one can build a trade depot and herbalism will let you gather enough plants to trade for the necessities from the caravan... sounds like a doable, albeit challenging, embark to me.  An unscrupulous dwarf could seize the first caravan for a bigger leg-up even.
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jokermatt999

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Re: Items you now include in the embark.
« Reply #85 on: January 14, 2010, 09:37:44 pm »

You almost always have three wood from the waggon.

Damn, I forgot that! Good call.

So, herbalism, build a still and a kitchen, make tons of good meals, dissemble them for a trade depot, and trade for the necessary tools.

Seems like a lot of work, but the challenge depends a lot on the biome.
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sunshaker

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Re: Items you now include in the embark.
« Reply #86 on: January 14, 2010, 09:51:59 pm »

You almost always have three wood from the waggon.

Damn, I forgot that! Good call.

So, herbalism, build a still and a kitchen, make tons of good meals, dissemble them for a trade depot, and trade for the necessary tools.

Seems like a lot of work, but the challenge depends a lot on the biome.

Kitchen maybe, but no Still as you can't make barrels to hold the booze (well you could build a carpenter's workshop and make some barrels, but then you can't make the depot).
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Derakon

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Re: Items you now include in the embark.
« Reply #87 on: January 14, 2010, 10:20:24 pm »

Don't forget hunting, either. Barehand hunting is somewhat dangerous, but if you're in a Calm area then the gophers won't put up much of a fight. Hunting gets you meat, fat, skin, a skull, and bones, which is half a cooked meal, a piece of leather armor, a totem, and any number of things you can do with bones (e.g. make a bone crossbow and some bolts to hunt bigger prey).
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jokermatt999

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Re: Items you now include in the embark.
« Reply #88 on: January 14, 2010, 10:40:11 pm »

Don't forget hunting, either. Barehand hunting is somewhat dangerous, but if you're in a Calm area then the gophers won't put up much of a fight. Hunting gets you meat, fat, skin, a skull, and bones, which is half a cooked meal, a piece of leather armor, a totem, and any number of things you can do with bones (e.g. make a bone crossbow and some bolts to hunt bigger prey).

It also takes care of "Urist cancels gather plants: interrupted by annoyingly weak creature."

However, it requires significant risk, and a butcher and a tanners shop to be truly useful.

I wonder what the most useful leather or bone craft you could make is...
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SirHoneyBadger

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Re: Items you now include in the embark.
« Reply #89 on: January 15, 2010, 12:39:25 am »

Bone is probably crossbow/bolts, while leather could be either armour, or a sack.
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