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Author Topic: Any tips for a Noob?  (Read 3865 times)

Sarda

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Re: Any tips for a Noob?
« Reply #30 on: April 01, 2011, 10:02:06 pm »

1. The Modify button. Learn it. Use it. love it.

2. http://df.magmawiki.com/index.php/Farming

3. http://df.magmawiki.com/index.php/Brewing

4. And, if you ever feel like it, http://df.magmawiki.com/index.php/Traps

Seriously, the wiki is awesome.
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Reelyanoob

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Re: Any tips for a Noob?
« Reply #31 on: April 01, 2011, 10:05:04 pm »

I'm running low on food, and for some reason I'm not able to grow any.. (It never announced it was autumn and its not). And I don't have a butcher, and my migrants refuse to do so. Any ideas on how to gain food?
Herbalism - assign some dwarfs to Plant Gathering in farms labours, this'll get you aboveground or belowground food/seeds if you dig to a cavern (risky down there though for beginners). You have to designate the plants manually with d-p, like cutting trees, and they regrow fast, so you re-designate. You want max 1 or 2 guys training up on this as newbies waste the plant and gather a little or more often none at all.

Hunting - crossbows and bolts needed, ensure dwarves exist with Hunting labour enabled and there's animals around. But this requires the butcher to be working - see below.

Bees - I have yet to do bees but that's a food source

Order a butchers workshop to be built (b-w-u). Assign butcher skill using j menu to a few not so busy  dwarves if necessary. The butchers shop should get built after a while. Meanwhile hit 'z' then 'Enter' for the animal menu. You can go down the list and select ones to kill with 'b'

Try above ground and below ground farms (b-p to build, and ensure a few dwarves have Grower enabled in their jobs). Check the z screen and kitchens to see quick list of seeds available, if you have no seeds, you need to brew alcohol with a Brewer and a Still, pronto. If you have no seeds or brewable plants, you need to do plant gathering, brewing and above-ground farming, in that order to kick start an economy. NEVER stop brewing. You need to produce, say, wood barrels (carpenters) or rock pots (craftsdwarf workshop) to store the alcohol. Make sure that after the farms are built you use the 'q' key and cursor over each farm. It'll be pointing at the current season and you select a crop that you know from the kitchen screen you have seeds for, otherwise nothing ever grows. You can select seasons with a,b,c,d keys and have to set options for every season, but only once per farm, otherwise for that season that farm will be fallow.

Also you could build two farmers workshop and milk animals at one and make cheese at the other, if you set dwarves with these farm labours.
« Last Edit: April 01, 2011, 10:18:07 pm by Reelyanoob »
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dude_ftw@live.com

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Re: Any tips for a Noob?
« Reply #32 on: April 01, 2011, 10:57:08 pm »

I mean I'm out of brewable items and nearly out of alcohol, to add to this hell, useless migrants have arrived one of legendary CLOTHEIR... They refuse to butcher, and Its autumn so no planting. HELP.
« Last Edit: April 01, 2011, 11:07:08 pm by dude_ftw@live.com »
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dude_ftw@live.com

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Re: Any tips for a Noob?
« Reply #33 on: April 02, 2011, 01:06:07 am »

The best F*ckin new EVER! The caravan came and I failed at trading, so after finishing, I though I had to delete the trading depot. I ended up spilled out ALL their stuff and getting EVERYTHING! =D I'm so happy right now. (No more !!Fun!!)
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Reelyanoob

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Re: Any tips for a Noob?
« Reply #34 on: April 02, 2011, 01:36:49 am »

I mean I'm out of brewable items and nearly out of alcohol, to add to this hell, useless migrants have arrived one of legendary CLOTHEIR... They refuse to butcher, and Its autumn so no planting. HELP.
YOU CAN PLANT ANYTIME - FORGET ABOUT AUTUMN!!!

The steps are

1. Activate Grower labour on one or more dwarves. they can mix and match other skills or be specialists. Your choice.

2. build a farm plot (i build 3x5 plots)

3. select the farm plot

4. use a, b, c, d keys to select crops for Spring, Summer, Autumn, Winter for this plot. Farmers with automatically plant anything you have seeds for. For each season you use up and down keys to choose a crop, and enter to select it. A good choice is underground plump helmets every season. or above ground berries. Above ground plants apparently don't respect season at all in dwarf fortress, and you can grow them anytime.

repeat steps 2 - 4 for as many plots as you like. You don't need many though. 4 of these plots would be plenty. I build 8 though, but half is for fiber crops for clothes and dyes.

Herbalism and planting solve food and alcohol problems, start brewing as soon as the two herbalists start returning stuff, then plant the seeds as the brewer finishes his jobs - this part is automatic though. take a closer look at those suggestions I gave you. They'll drink water for a while.

Clothes are very valuable trade goods. I'd be thrilled with a Legendary Clothier for free. I import cloth bins, convert to dyed garments and export it back for a huge profit. You can use the o-W menu, then d to turn 'used dyed cloth' to 'use any cloth' until you work out how to get cloth dying going for even more profit. My last export to the dwarves was > $160,000 with two clothiers and two stonecrafters. And that was only one of the three caravans per year.

OK - your butchery problem

1. you need one or two dwarfs with 'butcher' labour turned on.

2. you need to order a butchers workshop built.

3. one of these dwarves will build it when they have a minute. You can disable their other labours to ensure this happens quicker.

4. you need to select animals and label them 'ready to slaughter'. you can do this by using the 'v' key to cursor over the animal, go to their 'p' menu and select the slaughter option. Or you can go through the stocks screen by hitting 'z' and 'Enter', used UP and DOWN keys and 'b' to mark for slaughter every animal in your fortress that you don't want. Note this screen will tell you if they have names and owners, perhaps they are pets, and they can't be slaughtered.

5. They will now be butchered in a little while. Note a task will appear in the butcher shop once you tag the animals, regardless of whether you have any butchers assigned. A tanners workshop and a dwarf with tanner labour turned on will now turn the skin into leather if you want.

Which part of this is not working?
« Last Edit: April 02, 2011, 01:56:44 am by Reelyanoob »
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MonkeyHead

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Re: Any tips for a Noob?
« Reply #35 on: April 02, 2011, 03:38:29 am »

Pretty much all of this is in the wiki you know...

Marsunpaistii

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Re: Any tips for a Noob?
« Reply #36 on: April 02, 2011, 03:52:50 am »

The steps of survival:
1. Setup farms and something to drink (preferrably alcohol) for your dwarves so they don't die from hunger or thirst.
2. Set up workshops and make your dwarves some beds (preferrably their own room for everyone so they are happy) so they dont start to tantrum and rage and hit eachother and eventually killing the fortress.
3. After you are in the point where your dwarves dont die unless something actually attacks them, build traps or military. When enemies attack, its time to learn how to use burrows. [w button, assign one and go to military -> alerts menu and set burrow restrictions for civilians and set your civ alert to the one that makes them go in the burrow]
4. Realize that its actually fun to send your poor military with awful equipment to do an allah akbar suicide strike on a forgotten beast and see that one survives and thus bestows a name on his pig tail fiber sock that he killed the beast with.
5. Lose your fortress for any reason and start all over again.
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Korva

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Re: Any tips for a Noob?
« Reply #37 on: April 02, 2011, 05:05:09 am »

That newbie tutorial is really good, yes. It's outdated now, but it should still be very useful.

In 31.19+ you don't need to irrigate underground fields anymore provided they are on soil, which makes starting food production less of a hassle. Pick a nice non-evil forest embark with some surface water for the easiest start. Make enough barrels and bins, they save lots of hauling time and stockpile space. Put down at least one row of cage traps by the entrance, ideally within an "airlock" of two drawbridges for extra safety, and tie up some animals behind that airlock to detect trap-immune kobold thieves. That gives you some basic security. As an early warning system, you can also tie up a "useless" animal like a surplus puppy or rooster outside your fort, so ambushes will unstealth themselves as they attack it, instead of reaching your entrance unnoticed.

As a beginner, you may be better off investing your weapons-grade metal (bronze or steel, the others are generally too weak) in some weapon traps instead of the military unless you want to build a "danger room" for fast training. Several traps with 1+ large serrated discs in a 1-tile wide corridor are very strong. Make a drawbridge to seal that corridor off from the outside, too, to control how many get in at a time and so your dwarves can safely "clean" the traps after each enemy group -- weapon traps can get stuck and require a reset.

Or, if you just want to learn the game in peace, go to the Data/Init folder, open d_init.txt and turn [INVADERS:YES] into [INVADERS:NO] until you are more comfortable with the basics.

You can free up more embark points if you replace the copper axe with a wooden training one (it will work just as well for wood-chopping), and replace pig tail fiber ropes/cloth/thread with cave spider silk ones. You can also get rid of the wooden buckets, splints and crutches and just make those on-site. Definitely bring an iron anvil! I like to bring 6-8 pieces of some copper ore and cassiterite to make an early suit of bronze armor for my militia commander, plus a bronze weapon for her and some serrated discs for traps. In 31.19+, metals are rarer and harder to find than previously, so having some guaranteed bronze is nice. (Related tip: generate mineral-rich worlds.)

Now that many animals need to graze, it's easiest to just bring/keep alive/trade for smaller ones like goats and sheep instead of cows and horses. Turkeys or peafowl are a nice source of eggs, give more meat and mature faster than chickens, and don't need to graze so a breeding pair of those is nice to have as well.
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Jake

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Re: Any tips for a Noob?
« Reply #38 on: April 02, 2011, 10:10:48 am »

Actually, it's probably wise to bring one crutch and one splint, just in case your carpenter gets injured.
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I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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pushy

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Re: Any tips for a Noob?
« Reply #39 on: April 02, 2011, 06:45:30 pm »

Actually, it's probably wise to bring one crutch and one splint, just in case your carpenter gets injured.
Nah, don't waste your start points. If you've brought an axe (something that you're likely to use anyway, rather than being a 'just in case' inclusion) then that and at least one healthy dwarf is all you need. In the event that your carpenter gets injured, cut down a few trees, turn on carpentry on some random healthy dwarf, build a carpenter's workshop if necessary and get your new dabbling carpenter to make a crutch or splint. It doesn't have to be a reactive move, either - get your skilled carpenter to make medical supplies for the hospital before he risks getting injured himself.
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Jake

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Re: Any tips for a Noob?
« Reply #40 on: April 02, 2011, 07:23:02 pm »

Nah, don't waste your start points. If you've brought an axe (something that you're likely to use anyway, rather than being a 'just in case' inclusion) then that and at least one healthy dwarf is all you need. In the event that your carpenter gets injured, cut down a few trees, turn on carpentry on some random healthy dwarf, build a carpenter's workshop if necessary and get your new dabbling carpenter to make a crutch or splint. It doesn't have to be a reactive move, either - get your skilled carpenter to make medical supplies for the hospital before he risks getting injured himself.
That's one school of thought, but personally I find that with the time it takes to dig out some starting quarters and unload the wagon, the more things I haven't got to make in the first year. The extra cost isn't significant either.

Oh, and one other tip. Any dwarf who's going to spend a lot of time out of sight of the fortress gates should be assigned a war dog for protection as and when you have some available. They won't take down most creatures big enough to do a dwarf real damage on their own, but they might just buy their owner time to run for it. The exception to this is hunters, who need hunting dogs because they can Sneak.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Triaxx2

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Re: Any tips for a Noob?
« Reply #41 on: April 02, 2011, 09:06:13 pm »

'Oh god, oh god, oh god, we're all going to die.' is inevitable, and un-avoidable from the moment you hit Embark. Accept it.

Oh, and make sure that if you have an aquifer on embark, that it's not across all your biomes. Or you're going to have a head ache.
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Sarda

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Re: Any tips for a Noob?
« Reply #42 on: April 02, 2011, 10:27:22 pm »

Actually, you can avoid it by going "ARGH! Fucking dorfs won't do any damn thing what I want! Well, fine! THey can all DROWN in MAGMA! Muahahahahahahahaha!"

And then kill them all.
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Dwarf Fortress:
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Flick

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Re: Any tips for a Noob?
« Reply #43 on: April 03, 2011, 05:45:06 am »

http://www.archive.org/details/Dwarf_Fortress_Video_Tutorials

Seriously. The farming part is outdated, most of the rest should be accurate. You don't even have to read anything,
easy videos for short attention spans.

You WILL NOT discover everything on your own. This game is not The Sims or Age of Empires.
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dmurray

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Re: Any tips for a Noob?
« Reply #44 on: April 03, 2011, 10:22:44 am »

As a newcomer myself, I'll throw in what seems to work for me (untill I decide to kill all my dwarves and do things a little differently  :D).

Farming can only be done on certain types of ground but what I started doing was building the farms on the grass, surrounding it with walls and then build stairs down to my fortress. This way, you have your farming with a bit of protection (the walls).

 I usually have a further second entrance for trade carts and the likes, this either digs into a ground level mountain for about 3x20 spaces (3 wide, 20 long), then turns and does the same and at the end I have stairs going down or, I just dig three downstairs and then dig as stated above I then usually build up/down stairs for about 3 z levels, and then make out my fort proper. I usually start with another 3 width corridors in various directions (depending on my mood) to get the basic pathing done.

I'd like to point out that I usually have the fortress start far from the farming area but the paths go somewhat near the farm but underground (this is so when I have my foodstock pile built, it can be built near the farm but 3 z levels underneath with the rest of my rooms).

After that, I make some rooms from the corridor, depending on how much stone/wood is there. If I have a lot of wood, I make a larger room, plant a carpetener's workshop, then surround it with a stockpile for wood.
After that, I do the same with a manson's shop and a stone stockpile.
After that, I dig out another two rooms and put them somewhat larger (say... 10x15) and have one for finished goods stockpiling and the second, I use a custom stockpile for everything apart from "wood, stone, finished goods, furniture and food".
Then the dinning room and meeting hall. As stated above, I will have a food stockpile somewhat near where the farm is but 3 z levels lower in my fortress; this allows me to have my food underground, by a dinning hall and with easy access for my brewer but also, it's safer than having a wide open farm.

Now, once I have mined the room for the food, I plant a brewing workshop in there, then surround it with a food stockpile.

The bedrooms are mined out next, in the same 3-tile-wide fashion and about 15 tiles long.
I have them mined out like so:

wwBB
wwBB
wwwB
mmxxxxxxx
mmxxxxxxx
mmxxxxxxx
wwwB
wwBB
wwBB

Basically, the w = wall/rock (unmined), B = mined spaced used for a bedroom, m = the main path and x = the path I dug out to connect the bedrooms.

Hopefull you'll understand it.
If not, I basically have a 3 tile wide long corridor, with side rooms for bedrooms.

You can add various workshops too but next I would focus on the goods side since the buildings are up and running.

Firstly, I make a table and chair, then 3 beds. Then, 3 more tables and 4 chairs and 4 beds, 6 barrels and a bunch of doors (usually 10 at least).
I make these all in the capertener's workshop but if there is little wood, a manson's workshop will be fine.

With the first table and chair, I move them to my dinning room and make that my meeting hall and dinning room.
I then destroy the wagon.
Since I'm making furniture, I usually dig out a room with a stockpile for furniture.
Once I have the first three beds in the bedrooms, I make the dinning room have both the 3 tables and 3 chairs so there are four of each. I dig a little 3 x 3 room for the expadition leader and put his chair in there.

Then after the doors are built, I begining placing them on the dinning hall, bedrooms and office for the leader. This allows me to full maximize the activity area/dinning room (since once there are doors on the exits, you cna increase the area to fill the whole room without going outside the room).

After that, having the barrels, I make booze. Then it's a case of getting a total of seven beds, assigning one to each dwarf, make some chests and do the same (place the chests in the bedroom).

That's my general starting build and works fine for me. Oh, add a mechanic's workshop, build mechanisims, make cage traps. I suppose after that you can start exploritory minning (minning for minerals and rocks and the magma sea which is very deep down).
After that... have fun if you get invaded and try not to kill your dwarves unless it's on purpose.  :D
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