Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What are your plans when you begin a new embark?

Build a massive, walled fort, filled with decorative eye candy.
- 18 (16.5%)
Deep, complex caverns, hiding in a cliff face, a minimalistic approach.
- 19 (17.4%)
A hybrid of the two, focusing not only on rare ores, but adequete defense.
- 21 (19.3%)
What plans?! I live on impulse and raw, dwarven, emotion!
- 51 (46.8%)

Total Members Voted: 109


Pages: 1 [2] 3

Author Topic: Startup Technique  (Read 4055 times)

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Startup Technique
« Reply #15 on: November 26, 2010, 02:52:08 pm »

1. Design elaborate fortress
2. Create small crappy 'prefort' to house dwarves while they build the grand elaborate fortress
3. Years pass
4. 10 years later I'm still in the prefort, which has been organically expanded to house everyone
5. Get bored, gen new world
6. Promise self not to get distracted and build the true fort this time!
Logged

Schmlok

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #16 on: November 26, 2010, 03:15:18 pm »

Secure area. (trench and remove ramps is the fastest, if hillside remove ramps up 2-3 levels above and wall off squeezepoints)
     Cut trees in way of trench/walls, use to make first buildings/walls/beds/first tables/chairs.
Construct fishery, and food stockpiles.
Start handful of above ground farms for temp food.
After secured, dig down TWO levels to not hamper tree growth, and dig main hall/stores/shops.
Drawbridge on opposite sides of the map, make Depot.
Water underground farms.
!!PROFIT!!
Logged

VonCede

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #17 on: November 26, 2010, 04:51:56 pm »

1st Spring: Gather herbs, Destroy the wagons
1st Summer: Build kitchen from one wood. If enough seed, build some farm plots.
1st Autumn: Destroy kitchen so dwarfs can build trade depot. Sell food for pick or axe (if available), start building fort.

Yes, every time.

.. maybe I need to learn to embark with more than just seven dwarfs.
Logged
Have you tried Wiki or google it?

Schmlok

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #18 on: November 26, 2010, 06:34:59 pm »

1st Spring: Gather herbs, Destroy the wagons
1st Summer: Build kitchen from one wood. If enough seed, build some farm plots.
1st Autumn: Destroy kitchen so dwarfs can build trade depot. Sell food for pick or axe (if available), start building fort.

Yes, every time.

.. maybe I need to learn to embark with more than just seven dwarfs.

You should be able to do WAY more than that within just spring...
Logged

Ashery

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #19 on: November 26, 2010, 09:03:13 pm »

1. Design elaborate fortress
2. Create small crappy 'prefort' to house dwarves while they build the grand elaborate fortress
3. Years pass
4. 10 years later I'm still in the prefort, which has been organically expanded to house everyone
5. Get bored, gen new world
6. Promise self not to get distracted and build the true fort this time!

Pft.

Who needs a prefort when you've got grand entryways and unused plumbing?
Logged

Bricks

  • Bay Watcher
  • Because you never need one brick.
    • View Profile
Re: Startup Technique
« Reply #20 on: November 26, 2010, 11:22:44 pm »

1st Spring: Gather herbs, Destroy the wagons
1st Summer: Build kitchen from one wood. If enough seed, build some farm plots.
1st Autumn: Destroy kitchen so dwarfs can build trade depot. Sell food for pick or axe (if available), start building fort.

Yes, every time.

.. maybe I need to learn to embark with more than just seven dwarfs.

Wood from wagon -> wood training axe?  That should allow you to start gathering wood, at least.
Logged
EMPATHY - being able to feel other peoples' stuff.

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: Startup Technique
« Reply #21 on: November 27, 2010, 12:57:51 am »

1st spring
Deconstruct wagon, make a carpenter workshop, butcher's shop and an axe. Dig out some space then dig edge moat. Send remaining people to forage shrubs. Butcher the beast of burden and start cooking and brewing. Build an atom smasher. Secure living quarter.

1st summer
Put traps at edge entrance. Set one of the new migrant as animal trainer, one as bone bolt/armour producer

1st autumn & winter
Edge moat and traps completed, start on inner moat and traps. Miner reach legendary, set to mine some copper. Set one of the new migrant as copper amour producer, one as 2nd cook and start construction of the anti-siege engine.

2nd spring
Inner moat completed, Start on castle walls, archer posts, above ground store houses and sunberry/whip wine farms. Expand on food production and train the army. Start sending weaker dwarves as meatshields on goblin ambushers. Stronger dwarves are crossbowmen for now.

After....
Leather production, clothing production, one guy in the corner with diamonds, steel amour and weapon production. Export food and buy everything metal. Breach cavern and raise up war animals. Drain the magma sea and assault hell.
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.

Shoku

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #22 on: November 27, 2010, 04:39:45 am »

Still it just spams the thread and does nothing, the thread is already created. Moving it would take a moderator as far as I know. A quick PM to the OP would have been ideal, as well as reporting it. No need to come stomping in, yell "You did it wrong!" and then leave without contributing.
You can get about 30% of people to admit that PMing is a good idea to begin with but you'd have to take on a real full time job to get the word out.

But anyway my fort starts with a longish tunnel in. It isn't meant for the dwarves, only the caravans. They eventually receive a nice walled in area if I want surface plants and trees- obviously no hunting. Most of the time I install some inward facing fortifications above it with a good open area so that I could theoretically shoot down on anyone entering. The fort itself if oversized for anything you could dig in the first year so the workshops just go wherever they fit until the much more mining has been done.
Logged
Please get involved with my making worlds thread.

VonCede

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #23 on: November 27, 2010, 04:52:39 am »

Wood from wagon -> wood training axe?  That should allow you to start gathering wood, at least.

Bah, humbug. Only elfs use wooden tools.
Logged
Have you tried Wiki or google it?

Bronimin

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #24 on: November 27, 2010, 04:57:29 am »

-
« Last Edit: June 07, 2018, 04:37:58 pm by Bronimin »
Logged

jaked122

  • Bay Watcher
  • [PREFSTRING:Lurker tendancies]
    • View Profile
Re: Startup Technique
« Reply #25 on: November 27, 2010, 12:02:25 pm »

I do what feels right. and currently there is a titan trying to ruin my fun in my fortress. no complaints though.

brucemo

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #26 on: November 27, 2010, 02:43:01 pm »

I normally go for stability rather than insanity.  It's my goal to build a place that runs smoothly and is resistant to ambushes and kobolds and animals that steal stuff.

My goal is normally to wall off the entrance while enclosing a pretty large space that I can use for initial wood stockpile, farms, and other outdoor activities.  So I normally end up with a pretty large rectangular fort with towers on the corners and a narrow entrance path that has one of the fort walls on one side and its own wall on the other, and a lot of traps.  This is easiest to arrange on a flat embark.

Inside the fort itself I want to get all industries going eventually, have an underground farm, probably get a well down there, and get a powered millstone.

My last few embarks have been near a volcano, so magma for forges has been no problem.  If I don't go with a volcano I'd prefer to dig down to find magma.  The last time I did that I just built the forges down there and it wasn't a huge problem.  Other people complain about having lots of immigrants, but from my perspective that's just more haulers and more military, and it's hard to have too many of either.

My forts tend to be biased toward Z rather than XY.  I'm always worried that I'll breach a cavern before I get basic stuff set up, since I put a little on each level rather than making a giant pancake.

I generally breech the caverns pretty quickly, and wall in.  I'm worried that this will no longer work since someone posted a screenshot of something breaking a construction.  If things can break constructions now this will seriously affect my play.
Logged

GhostDwemer

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #27 on: November 27, 2010, 03:14:11 pm »

I build a store room and a farm, get all my embark gear underground. Then I dig a stairwell down, and line it with rooms and workshops, starting with kitchen and still, then mechanic, mason, carpenter, and jeweler. Once I hit enough ore, I build a wood furnace, two smelters, and a forge. Then I build a long defensive entryway and seal up the initial entrance.

I used to build above ground structures, including one giant hollow spike over my fort, (The fortress of CityLions menaces with spikes of dolomite, granite, and clear glass!) taller than any mountain around, but I found I couldn't deal with the mess. Nobody cleans blood above ground, and if you roof in an area, it will never get clean from rain. Citylions was a great fort, with a magma tube 12 z-levels down, but once it hit 5 FPS due to 180 dwarfs and near infinite quantities of blood and vomit, I decided I needed to do something different. Before all the blood, I had 120 dwarfs and 35 FPS. I figure I could get 200 dwarfs and playable FPS if I deal with all the blood.

That should really be the name of the game: "Deal with all the blood!" I suppose that is what Slaves to Armok: God of Blood really means. We really are slaves to the blood god.

Currently, I have been building forts with blood cleaning in mind. My entry hall is looooong, and floodable. I have a recirculating water supply running through a filter grate and under five wells, each set into a nook in the wall, with an atom smasher waiting to come down on the one space dwarfs can stand to clean themselves at the well. My entry hall leads to the corner of the map, a little valley where I've removed all the ramps down that I could, leaving only two ways in. I'm now experimenting with hunting dogs in windowed rooms as non-disposable guard animals. Hunting dogs supposedly have longer site range, we'll see if putting them in a windowed room off the main hall still lets them detect thieves. I'm also trying them behind a window behind a fortification, for ultimate protection. Fewer dead watch animals means less blood.

So, I guess none of those answers fit. I build underground, but I still build defenses. I don't see the benefit of above ground defenses. If I were growing above ground crops, I would build completely walled and roofed enclosures with no entrance except from below ground, like I build for my fisherdwarfs. I also tend to build reactors instead of above ground waterwheels or windmills. Basically, the only thing above ground on my current fort is the fisherdwarf's shack, and a few tiles of flooring covering up the old entrance.

Inside, it's a right mess. Ore bearing walls of rooms get dug out and replaced with block walls, meaning there are strange little passages and cul-de-sacs everywhere. Mined out ore veins get turned into hallways with odd shaped rooms.  I like to build vertical forts underground, where everything is in a stack instead of spread out, so the fort isn't very grand looking from the top, even inside. 

I guess my answer should be "I try to build forts that maximize FPS by minimizing pathing and contaminants."

By the way, thanks to the grate, my dwarfs are now drawing "water" instead of "stagnant water" from my wells. I don't think the recirculation is necessary, when dwarfs clean, the contaminants don't fall into the well, do they? But I needed a reactor anyway. I think I'll go update the wiki entry for wells, you need a grate in the system if you don't want your dwarfs complaining about water quality.
Logged

Uzu Bash

  • Bay Watcher
    • View Profile
Re: Startup Technique
« Reply #28 on: November 27, 2010, 03:43:31 pm »

I answered 4, but it's really all of the above. The initial settling and fortification involves building as little as possible and taking advantage of the existing layout and terrain, for which you have to be flexible and inventive. Any minerals uncovered in this stage are simply byproducts, and any walls carved will remain, no matter what it's composition (Is that a native gold wall in that peasant's quarters? Yes it is, so suck it up, nobles.)

Later probing is for both resources and expansion space. If I come up with a good build plan for a given space, that will direct the mining designations. If I find a valuable vein where I don't have immediate plans, then I'll plunder the ore and adapt the space to other purposes later.
Logged

durbu

  • Bay Watcher
  • Halt! Hammerzeit!
    • View Profile
Re: Startup Technique
« Reply #29 on: November 28, 2010, 06:15:48 am »

1. Design elaborate fortress
2. Create small crappy 'prefort' to house dwarves while they build the grand elaborate fortress
3. Years pass
4. 10 years later I'm still in the prefort, which has been organically expanded to house everyone
5. Get bored, gen new world
6. Promise self not to get distracted and build the true fort this time!

5. Experience fps death due to huge prefort, gen new world
FTFM

I tend to use large halls of the grand elaborate fortress that span many a z-level for my preforts. The floors could be channeled through later on.
Logged
"One of the seven just drowned while cleaning saltwater from the seabed."
Pages: 1 [2] 3