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Author Topic: Embarking without an Anvil: Over-rated?  (Read 19378 times)

nenjin

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Re: Embarking without an Anvil: Over-rated?
« Reply #120 on: February 01, 2010, 11:26:57 pm »

Well I don't trade when it's not to my advantage. (I.e. I hoard). I leave as much as I can for my dwarves to buy instead.

Like I said, how much do you actually need to trade for? The rest is giving it away, which isn't trading. It's waste disposal.
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profit

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Re: Embarking without an Anvil: Over-rated?
« Reply #121 on: February 01, 2010, 11:52:24 pm »

I always bring an anvil because it is convenient...

In reality if I was smart I would never bring an anvil, and spend those points on tower caps instead....

333 tower cap logs are 300x more useful in normal circumstances. Unless you believe you will not get a dwarven caravan ever you should probably skip the anvil. With 333 tower caps you can also skip an axe... and get 100 more tower cap logs....

But I do have my tower cap farm (This took 3 days to actually flood and drain because it dropped my fps to 0)
Spoiler (click to show/hide)

Not sure but I think I should have just skipped my anvil and axe...


« Last Edit: February 01, 2010, 11:57:31 pm by profit »
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Lost Requiem

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Re: Embarking without an Anvil: Over-rated?
« Reply #122 on: February 02, 2010, 12:01:39 am »

I think unless you're going to make a Vault-style fortress (No contact with the outside world), an anvil at the start is indeed overrated. You can always trade one from your dwarven caravan that comes at the beginning of the first autumn, and it's not like you're guaranteed to find metal at the very beginning. That's what I'd do, anyways. I like to establish large trades with other civs.
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Cheddarius

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Re: Embarking without an Anvil: Over-rated?
« Reply #123 on: February 02, 2010, 12:06:18 am »

Actually, I always have embarked with an anvil, and used that to forge axes for woodcutters. But now that I think of it, 2 axes gives me 400 more points, and one axe gives me 700 more. And heck, even when I do have an anvil, I've never used it beyond the first axes until at least 5 years or so into my fortress... So 1 axe is far, far cheaper than an anvil, and is essentially the same benefit (at least until a few years in, when you'll be rolling in dough anyway).

So... you succeeded in convincing someone who already agreed with you into not agreeing with you.
Um.
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csebal

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Re: Embarking without an Anvil: Over-rated?
« Reply #124 on: February 02, 2010, 05:49:08 am »

Hmmm...
Would I have to restart a fortress if I changed it so Female Dogs were named Bitches (Eh, technically correct once they pop out some pups)  For easier destinction...  For horses it's Stallion and ... erm ... Mare right?
Yea dog bitch might sound funny, but its what female dogs are called in my version too. Also dog mares for the female horses. i left the male names as they were. after all, if a horse is a horse, then its a male horse. if its a horse mare, then its female.

While i usually like spending hours reading various seemingly unrelated wikipedia entries, i kinda got bored of hunting for gender specific race names, so after a while i simply added a (m) to the male of the species. Did this for about every animal you can start with or would want to domesticate :P

It makes life soooo much easier. Btw: the term 'bitch' is used for non sterilized (that is, breeding) female dogs, in fact all canines, over a certain age. At least thats what i gathered from the wiki.
quote:
"In literal, non-slang use, bitch is a term for female canines, particularly amongst dog breeders"

To answer your question, no. you do not have to restart your fort. You just have to restart the game, if you edit the raws. Im not sure if thats true if you edit other attributes too, but adding those specname tags do not require you to start over.

Actually, I always have embarked with an anvil, and used that to forge axes for woodcutters. But now that I think of it, 2 axes gives me 400 more points, and one axe gives me 700 more. And heck, even when I do have an anvil, I've never used it beyond the first axes until at least 5 years or so into my fortress... So 1 axe is far, far cheaper than an anvil, and is essentially the same benefit (at least until a few years in, when you'll be rolling in dough anyway).

Actually, that 1 axe can also be dropped in favor of 100 extra wood, which
a) saves you the trouble of going outside chopping trees
b) saves your haulers from going outside hauling logs inside :P
c) you will get an anvil first autumn anyway, or second autumn at worst, which means that you can pretty much forge all the axes you want, if not buying them outright from the traders as well. copper axes are ridiculously cheap if the trader happens to have some.

In fact, i do believe that 200-250 logs would pretty much last a good two years unless you go crazy on barrel / bin production.
« Last Edit: February 02, 2010, 06:21:12 am by csebal »
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csebal

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Re: Embarking without an Anvil: Over-rated?
« Reply #125 on: February 02, 2010, 06:18:48 am »

...is it just me, or there really is no delete functionality on this forum?...
« Last Edit: February 02, 2010, 06:23:06 am by csebal »
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Lord Shonus

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Re: Embarking without an Anvil: Over-rated?
« Reply #126 on: February 02, 2010, 10:01:58 am »

I think unless you're going to make a Vault-style fortress (No contact with the outside world), an anvil at the start is indeed overrated. You can always trade one from your dwarven caravan that comes at the beginning of the first autumn, and it's not like you're guaranteed to find metal at the very beginning. That's what I'd do, anyways. I like to establish large trades with other civs.

The possibility of not finding ore is moot if you bring ore along, which can be nice if you want to work with metal right off the bat, or you want steel quickly, which can be done fairly cheaply if you bring equal numbers of wood, iron ore, and flux.
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random51

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Re: Embarking without an Anvil: Over-rated?
« Reply #127 on: February 02, 2010, 10:03:11 am »

I don't trade much at all, just don't find dealing with the process worth the effort after I have the only necessity I didn't bring with me, an anvil.

Things I buy:

anvil: required
wood/barrels
silk/bars/shells: strange mood materials if they don't exist in my fortress
surface crop seeds

Anything else I buy on a whim or to make it so that trader doesn't receive too much profit.
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Cheddarius

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Re: Embarking without an Anvil: Over-rated?
« Reply #128 on: February 02, 2010, 10:07:05 am »

Hmmm, that's true. But I don't like to go without an axe. Makes me feel... risky. I'd rather be certain to have a wood source...
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Dr. Hieronymous Alloy

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Re: Embarking without an Anvil: Over-rated?
« Reply #129 on: February 02, 2010, 10:12:27 am »

I don't do this, but I think the primary reason to embark with an anvil would be moods -- if you're starting with a weaponsmith or armorsmith and you're concerned about them getting a mood in the first year and not having an anvil to work on. I think that's only happened to me once but it's a potential legitimate concern.
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Lord Shonus

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Re: Embarking without an Anvil: Over-rated?
« Reply #130 on: February 02, 2010, 10:17:01 am »

The solution: Mod in stone anvils.
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sunshaker

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Re: Embarking without an Anvil: Over-rated?
« Reply #131 on: February 02, 2010, 10:57:08 am »

Granite Block Anvils  :)

Or Casting Bronze/Iron/Steel Anvils from 3 bars, fuel, and if you want to make it a little harder a Toy called "Anvil Mold"
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Lord_Shadow

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Re: Embarking without an Anvil: Over-rated?
« Reply #132 on: February 02, 2010, 11:08:29 am »

Don't bring an anvil, use the extra money to kill the merchants that will bring one... problem solved
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Dr. Hieronymous Alloy

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Re: Embarking without an Anvil: Over-rated?
« Reply #133 on: February 02, 2010, 11:20:10 am »

The solution: Mod in stone anvils.

Mod Mini-Forges to function as forges, just more slowly. The workshop takes only a single tile!
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random51

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Re: Embarking without an Anvil: Over-rated?
« Reply #134 on: February 02, 2010, 01:11:00 pm »

If you minimize your mining until you have an anvil can you safely not worry about strange moods?

From the wiki:

Quote
The number of revealed subterranean tiles divided by 2308

Is a limit on maximum artifacts. So you need at least 20 eligible dwarfs and to have mined out at least 2308 tiles to trigger your first artifact.
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