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Author Topic: Seven Miners Question  (Read 2437 times)

Polar_Atom

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Seven Miners Question
« on: February 13, 2011, 12:01:42 pm »

Here's my plan, I start with seven miners and a fuck ton of meat. I then mine and build a fortress (empty). Then I reclaim with a starting seven.

Pros/Cons anyone? I think its pretty sound.
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plisskin

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Re: Seven Miners Question
« Reply #1 on: February 13, 2011, 12:06:15 pm »

Er, sure, it works. It sounds like what a tyrannical dwarf king would do: send seven miners to their deaths in some godforsaken wilderness for the nobles to come tramping in later to dine in the luxury that their blood, sweat and dwarfy tears provided.
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Polar_Atom

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Re: Seven Miners Question
« Reply #2 on: February 13, 2011, 12:14:45 pm »

Er, sure, it works. It sounds like what a tyrannical dwarf king would do: send seven miners to their deaths in some godforsaken wilderness for the nobles to come tramping in later to dine in the luxury that their blood, sweat and dwarfy tears provided.

Sounds like a plan.
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assimilateur

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Re: Seven Miners Question
« Reply #3 on: February 13, 2011, 12:19:08 pm »

Here's my plan: I start with seven miners and a fuckton of meat. I then mine and build a fortress (empty). Then I reclaim with a starting seven.

Pros/cons, anyone? I think it's pretty sound.

Wasn't reclaiming bugged like a motherfucker? And I don't see why you even have to make this a suicide mission, I've set up my last two forts like this: seven miners dug, built some basics and basically waited for reinforcements/migrants. It's perfectly viable and safe, especially if you disable invaders or mod them in a way that would give you more time.
« Last Edit: February 13, 2011, 12:21:41 pm by assimilateur »
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BuGGaTon

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Re: Seven Miners Question
« Reply #4 on: February 13, 2011, 12:24:31 pm »

Your biggest issue is lack of high level miners when you re-embark inhibiting ore and gem acquisition.
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plisskin

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Re: Seven Miners Question
« Reply #5 on: February 13, 2011, 12:32:03 pm »

assimilateur is right, I was just jivin' yeh. You can easily wait for migrants with those miners, and even give them some side-jobs to pass the time while you wait. They can even provide fortress defense with their mighty picks.

But if you really want to send those miners to their deaths . . . I've reclaimed fortresses with no issues. You wind up with all your old goods scattered around forbidden, a lot of rotten food and some monsters hanging around. The wiki doesn't mention any outstanding bugs, but that doesn't mean there aren't any.
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Double A

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Re: Seven Miners Question
« Reply #6 on: February 13, 2011, 12:36:56 pm »

Do monsters inhabit regardless of if they were there when you abandoned or not?
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Repulsion

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Re: Seven Miners Question
« Reply #7 on: February 13, 2011, 12:47:09 pm »

One of the biggest bugs in reclaiming is that when you reclaim a fortress, all the mud in the underground caverns are gone. Now, this could be either a good thing or a bad thing, depending on if you don't want a million trees growing up and blocking paths, or if you rely on caverns for farming and such. If you don't really care about having no mud, then doing the embark-setup-abandon-reclaim thing is viable.
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Dutchling

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Re: Seven Miners Question
« Reply #8 on: February 13, 2011, 12:47:28 pm »

you should bring meat because even without meat/booze they will not die fast enough (before migrants come)
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Buttery_Mess

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Re: Seven Miners Question
« Reply #9 on: February 13, 2011, 02:07:32 pm »

I usually start with seven miners, who also have the necessary skills to survive. If I don't start with enough miners, I find that I end up with loads of furniture and nowhere to put it, and having to wait forever to set up a farm or anything like that.

Reclaiming isn't worth it in the long term, imo.
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TheyTarget

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Re: Seven Miners Question
« Reply #10 on: February 13, 2011, 08:21:47 pm »

You dont even have to do a reclaim. Its easy to bring enough booze and food last till the first or second migrant wave, you can then use these to start getting food and setting up a fort. I've done it quite a lot. I've had steelclad soldiers by autumn first year doing this.
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Sutremaine

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Re: Seven Miners Question
« Reply #11 on: February 13, 2011, 09:55:31 pm »

So in that case your 'starting seven' would in fact be however many dwarves you get in the first two waves.

Kind of like the Play Now! option, except with higher and more random skills and a pre-dug fortress.
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Psychobones

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Re: Seven Miners Question
« Reply #12 on: February 13, 2011, 10:19:13 pm »

Here's my plan: I start with seven miners and a fuckton of meat. I then mine and build a fortress (empty). Then I reclaim with a starting seven.

Pros/cons, anyone? I think it's pretty sound.

Wasn't reclaiming bugged like a motherfucker? And I don't see why you even have to make this a suicide mission, I've set up my last two forts like this: seven miners dug, built some basics and basically waited for reinforcements/migrants. It's perfectly viable and safe, especially if you disable invaders or mod them in a way that would give you more time.

Dear Mr. Grammar Nazi(I'm treating this as a proper noun),
The use of a comma instead of a colon is completely appropriate, and in fact, correct. He was not stating a clearly defined list. Fuckton is also not a word, nor is crapton, shitton, or asston.

Another issue with reclaim is the random objects you can't move unless you displace it with some non-dwarf force. DFHack fixes some of those issues, but they seem to randomly crop up every so often still.
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tolkafox

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Re: Seven Miners Question
« Reply #13 on: February 13, 2011, 10:21:03 pm »

Just embark under a large civilization, the larger your civ the more chance of getting a lot of migrants. Under a civilization of 3x3 size, I usually get an additional 7-14 dwarfs that summer.

Embarking with the top layers being soil helps as well, getting the fortress dug out all the quicker with less cleanup afterward.
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assimilateur

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Re: Seven Miners Question
« Reply #14 on: February 14, 2011, 12:21:08 am »

Spoiler tag follows due to being off-topic.

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