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Author Topic: Share your start lineup  (Read 2171 times)

Scaraban

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Re: Share your start lineup
« Reply #15 on: December 30, 2010, 06:35:54 pm »

Couldn't you just bring normal slade colossi and then throw up a kennel and train them?
sure but it's only one more point per colossi
yea i cheat... alot, but my divine vision will be made LIVING EARTH!!!
« Last Edit: December 31, 2010, 10:47:24 am by Scaraban »
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Karakzon

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Re: Share your start lineup
« Reply #16 on: December 30, 2010, 06:54:47 pm »

2 miners, maby 3 if its a volcano site.
1 or 2 carpenters/woodcutters see above.
1 grower/brewer
1 hunter or mason/stone crafter
1 proficient student/proficient teacher who acts as hauler and later on the millatery commander as he absorbs skills like a sponge and dishes them out like candy.

after that i wing it. alot. although most fisher dwarfs end up as haulers untill i hit cavern fishing.
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koofle

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Re: Share your start lineup
« Reply #17 on: December 30, 2010, 11:37:59 pm »

How has the new DF affected your lineups?

I've replaced one of my dwarves with an evenly balanced doctor, and if I wanted a military, Karakzon's student/teacher sounds like a really good idea.

Otherwise,
1 Planter/brewer/cook
1 Woodcutter/herbalist
1 Carpenter
1 Mason
1 Mechanic
1 leader skills + a craft
1 doctor

carpenter/mason/mechanic also get armour/weapon/seige skills.
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Max White

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Re: Share your start lineup
« Reply #18 on: December 30, 2010, 11:40:20 pm »

7 wood cutter/carpender.
STRIKE THE FOREST! Because constructing above ground forts is fun.

brucemo

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Re: Share your start lineup
« Reply #19 on: December 31, 2010, 04:38:35 am »

My goal is to have two maximum level skills per dwarf, in order that high quality items can be made immediately and pretty quickly, and in order that I won't have to waste a lot of materials and time leveling a skill if a better dwarf doesn't come along in the first few migration waves.

So my normal batch now is:

Miner/Appraiser
Mason/Mechanic
Woodcutter/Brewer
Carpenter/Armorsmith
Grower/Herbalist
Metalsmith/Cook
Weaponsmith/Stonecrafter

The idea here is to dig out crafts areas initially, and get the stonecrafter in there working 24/7 making musical instruments or something so as to be able to buy a decent amount of stuff from the first caravan.

While this is happening the cutter is cutting madly, the farmer is gathering plants and making above ground farming plots, the cook is cooking, the carpenter is making a few beds and bins, the mason is making a floodgate, a chair, a table, some doors, and some mechanisms.

As things are cleared out inside, industry and stockpiles are gradually moved inside to temporary, and then permanent, locations.

I normally go with enough food and drink that I'll make it to the first caravan pretty easily without making an underground farm, but if it's convenient to do this early I will.

I'll get the metal industry going if I have a volcano.  Otherwise, things get a little touchy since it's not always possible to get a steel industry working well quickly without magma.

I didn't use dormitories  until recently, but now I do.  It's nice to put a few beds in a hall so that dwarfs have somewhere to sleep early on.

I haven't read all the responses in this thread.  One that I did read and liked mentioned adding a point into moodable skills for dwarfs that don't have them.  This is probably a good idea.

Stonecrafting is attractive because everyone is wallowing in stone if they don't have aquifer problems, because it doesn't take tools or fuel, because it can be got running quickly, and because it pays okay.  The problem I'm having lately though is that unless I use flux or obsidian I end up with 3.5-5K or so worth of trade for the first caravan, which is kind of low.  Also, the bin usage is always hellacious, and it's hauler-intensive.  It may make sense to do something else.

I also have a lot of trouble with soldier training.  I experimented with bringing a soldier but I didn't have a lot of luck with that.  I usually rely totally on a trap hall, and get a marksman sometime hopefully before the second caravan, then end up with an enormous army of dabbling and novice axe dwarves later.

Traps seems cheesy to me but if I didn't have them I'd be dead.
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brucemo

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Re: Share your start lineup
« Reply #20 on: December 31, 2010, 06:50:54 am »

1 proficient student/proficient teacher who acts as hauler and later on the millatery commander as he absorbs skills like a sponge and dishes them out like candy.

I'm not saying this doesn't work.  I hope it works.  Does this work?
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MrNuke

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Re: Share your start lineup
« Reply #21 on: December 31, 2010, 01:30:03 pm »

Standard Embark (Woodland area, No savagery)

Code: [Select]
[PROFILE]
[TITLE:STANDARD EMBARK]
[SKILL:1:MINING:5]
[SKILL:2:MINING:5]
[SKILL:3:WOODCUTTING:5]
[SKILL:3:HERBALISM:5]
[SKILL:4:CARPENTRY:5]
[SKILL:5:MASONRY:5]
[SKILL:5:MECHANICS:4]
[SKILL:5:DESIGNBUILDING:1]
[SKILL:6:BREWING:5]
[SKILL:6:PLANT:5]
[SKILL:7:WOODCRAFT:1]
[SKILL:7:STONECRAFT:5]
[SKILL:7:BONECARVE:4]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:20:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:20:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:20:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:15:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:10:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:10:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:11:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:10:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
[ITEM:15:FISH:NONE:LOBSTER_CAVE:NONE]
[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[ITEM:5:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:4:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:5:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:3:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]
[ITEM:15:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:BRAIN]
[PET:2:DOG:FEMALE:STANDARD]
[PET:1:DOG:MALE:STANDARD]
[PET:1:CAT:FEMALE:STANDARD]

That there is my standard embark, however, I sometimes go...


Dorf 1: Proficient Miner / Proficient Stone Detailer
Dorf 2: Proficient Miner / Proficient Jem Cutter
Dorf 3: Adequete Woodcutter / Competent Herbelest / Proficient Axedorf
Dorf 4: Proficient Carpenter / Proficient Appraiser
Dorf 5: Proficient Mason / Skilled Mechanic / Novice Building Designer
Dorf 6: Proficient Farmer / Proficient Brewer
Dorf 7: Proficient Fisherman / Skilled Fish Cleaner / Novice Fish Disecetor OR Proficient Stonecrafter / Skilled Bonecarver / Novice Woodcarver

Mostly the same items...
« Last Edit: December 31, 2010, 01:31:44 pm by MrNuke »
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MonkeyHead

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Re: Share your start lineup
« Reply #22 on: December 31, 2010, 03:03:39 pm »

Everybody has novice miner and a pick, apart from my woodcutter with axe)/herbalist/trader.

the 6 miners are also : a stonecrafter (with bone carving), a doctor, a carpenter (with bowyer, tanning and leatherworking), a mason (with architecture), a grower (with brewing), and a mechanic (with gemworking).

i prefer to give these guys low skills (no higher than adequate), and rely on high skill immigrants to guide my development.

of course, the woodcutter is scrubbed in no tree areas for fishery skills for another miner.

by year 3 or 4, the starting 6 miners are all legendary, and dont need to do thier original jobs. This can lead to cave in related tantrum spirals when trying to make the caverns neat, which is not a bad thing as it is rather fun...
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Sandrew

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Re: Share your start lineup
« Reply #23 on: December 31, 2010, 03:27:46 pm »

I usually start out with the following:

1 miner/armorsmith
1 miner/axedwarf
1 carpenter/appraiser
1 grower/brewer
1 grower/mechanic
1 mason/building designer
1 weaponsmith/blacksmith

Should the migrant waves in spring bring insufficient metalworkers I can fill them in with reasonably trained smiths.
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Sutremaine

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Re: Share your start lineup
« Reply #24 on: December 31, 2010, 03:44:41 pm »

The problem I'm having lately though is that unless I use flux or obsidian I end up with 3.5-5K or so worth of trade for the first caravan, which is kind of low.
Prepared meals. They're still valuble enough that you can swap 50 units of prepared food for 50 units of raw food and still have plenty of spare change. Bootstrapping ftw!

Something I've done before is to build a workshop near a stone source, and then deactivate it (set it for deconstruction and forbid it) and build another workshop once production slows or the crafter has to walk too far for stones. If you don't have a finished goods stockpile that'll accept stone knicknacks, they'll stay in their 3x3 workshop area until you decide they should be moved (perhaps to the tile next to that inexplicably-placed raised bridge...?).
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squeakyReaper

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Re: Share your start lineup
« Reply #25 on: December 31, 2010, 04:07:22 pm »

1 novice consoler.
6 Peasants.
40 prepared fly brains.
40 dwarven rum.
A copper pick.
A fungiwood training axe.
And as many cows and bulls as I can carry.
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Jacob/Lee

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Re: Share your start lineup
« Reply #26 on: December 31, 2010, 07:00:33 pm »

Code: [Select]
[PROFILE]
[TITLE:JACOB'S PICKS]
[SKILL:1:MINING:5]
[SKILL:1:SMELT:5]
[SKILL:2:MINING:5]
[SKILL:2:SMELT:5]
[SKILL:3:WOODCUTTING:5]
[SKILL:3:CARPENTRY:5]
[SKILL:4:DETAILSTONE:5]
[SKILL:4:MASONRY:5]
[SKILL:5:STONECRAFT:5]
[SKILL:5:BONECARVE:5]
[SKILL:6:BREWING:2]
[SKILL:6:COOK:3]
[SKILL:6:PLANT:5]
[SKILL:7:BUTCHER:2]
[SKILL:7:TANNER:2]
[SKILL:7:LEATHERWORK:2]
[SKILL:7:SNEAK:4]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:28:DRINK:NONE:PLANT_MAT:CAVE_PUMPKIN:DRINK]
[ITEM:40:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:5:SEEDS:NONE:PLANT_MAT:CAVE_CHILI:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:CAVE_MELON:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:5:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:15:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:LUNG]
[ITEM:15:FISH:NONE:FISH_CAVE:FEMALE]
[ITEM:15:PLANT:NONE:PLANT_MAT:CAVE_POTATO:STRUCTURAL]
[PET:1:DONKEY:MALE:STANDARD]
[PET:1:DONKEY:FEMALE:STANDARD]
[PET:1:DOG:FEMALE:STANDARD]
[PET:1:DOG:MALE:STANDARD]
[PET:1:CAT:FEMALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]

Karakzon

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Re: Share your start lineup
« Reply #27 on: January 01, 2011, 05:33:35 pm »

1 proficient student/proficient teacher who acts as hauler and later on the millatery commander as he absorbs skills like a sponge and dishes them out like candy.

I'm not saying this doesn't work.  I hope it works.  Does this work?

it works for me. its heavyly reliant on attracting good skilled millatery dwarfs, but if you forge a weapon or two of the kind you want and then put them in the same squad, the student skill lets him learn all the stuff within a year easily, and any others assigned to the squad learn from him fast because he is a good teacher. my fort was 2 years old with this set up for a millatery commander and he was equal to the origonals in most basic fighting skills by the end of it. if a bit more than that, i forgot the exacts. but i know compared to a plain starter it works very well. after that, he can train up all your newbies if you have the mind for it. and keeps gainning skill in student and teacher wile doing nromal trainning, making him expedentialy more valuble.
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