Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: New Dwarf Fortress Introduction/Tutorial, 31.25  (Read 8789 times)

forumist

  • Bay Watcher
    • View Profile
Re: New Dwarf Fortress Introduction/Tutorial, 31.25
« Reply #30 on: August 16, 2011, 05:38:16 pm »

Sure! I'm a geordie, from Newcastle, a pretty non-widespread accent

Thanks for the answer. I'm far from an expert in english accents (I'm not a native english speaker, and never lived in an english-speaking country), but to me it looked more british than american, with some particularities with respect to what I call a typical british accent.

I watched the first videos of your tutorial, and it seems that you don't put your armorer/weaponsmith and your diagnoser to use in the begining, do you ?
At some point, you mentioned nobles and I think (but may be I got it wrong) that you said you would wait for some skilled migrant to fill some of these positions. Personally, I would have promoted the diagnoser to bookkeeper, to keep him busy while no one requires medical care.
Logged
Don't quote me on that.
Cacame channels aquifers into submission by staring at them. Cacame is so badass, kobolds give him their children to leave them alone. If Hidden Fun Stuff digs too far down, they hit Cacame. Cacame once took a Tantrum Spiral and impaled four enemies on it.

Calasmeer

  • Bay Watcher
    • View Profile
Re: New Dwarf Fortress Introduction/Tutorial, 31.25
« Reply #31 on: August 17, 2011, 12:17:55 pm »

Sure! I'm a geordie, from Newcastle, a pretty non-widespread accent

Thanks for the answer. I'm far from an expert in english accents (I'm not a native english speaker, and never lived in an english-speaking country), but to me it looked more british than american, with some particularities with respect to what I call a typical british accent.

I watched the first videos of your tutorial, and it seems that you don't put your armorer/weaponsmith and your diagnoser to use in the begining, do you ?
At some point, you mentioned nobles and I think (but may be I got it wrong) that you said you would wait for some skilled migrant to fill some of these positions. Personally, I would have promoted the diagnoser to bookkeeper, to keep him busy while no one requires medical care.
Yeah, I generally don't embark like that. But I always like the armor/weaponsmith. Means you won't have to depend on a migration wave for a good dwarf.

But yeah, putting the diagnostician to good use would have done well.
Logged

forumist

  • Bay Watcher
    • View Profile
Re: New Dwarf Fortress Introduction/Tutorial, 31.25
« Reply #32 on: August 18, 2011, 04:15:54 pm »

I've been watching part of your advanced tutorial now, and I arrived at the moment where wolves are beginning to kill. I have a few remarks/advice to do.

1) Why did you want to extend your fort outside ? There is nothing to do outside on a glacier, except for hunters, so it does not seem worth the risk to work outside in such an environment.

2) You seem to be short of fuel and iron ore, but maybe you did not explore enough the first layers: just one 3-tiles wide staircase might easily miss interesting veins. If I remember well, the embark selection screen indicated shallow metals, so there should be something to find with a bit of exploratory mining.

3) Building beds on repeat when the only sources of wood are caves and trading seems a bit risky to me. But maybe you won't need to build barrels in the beginning, because you embarked with a a fair quantity of alcohol.

4) If you embark on a dangerous place with a military dwarf, you may want to get him to train quite soon and teach/train with a few others once you get enough migrants, especially if some of them come with military skils (you could save a few logs to make training wepons and wooden shields).

5) Systematic quantum stockpiling gets your dwarves busy, which is fine, but may be a problem when someone is requested for a more urgent job.

I return to watch your adventures. I'm eager to see what king of fun you will experience in the remaining videos :-)
Logged
Don't quote me on that.
Cacame channels aquifers into submission by staring at them. Cacame is so badass, kobolds give him their children to leave them alone. If Hidden Fun Stuff digs too far down, they hit Cacame. Cacame once took a Tantrum Spiral and impaled four enemies on it.

Calasmeer

  • Bay Watcher
    • View Profile
Re: New Dwarf Fortress Introduction/Tutorial, 31.25
« Reply #33 on: August 20, 2011, 10:45:09 am »

I've been watching part of your advanced tutorial now, and I arrived at the moment where wolves are beginning to kill. I have a few remarks/advice to do.

1) Why did you want to extend your fort outside ? There is nothing to do outside on a glacier, except for hunters, so it does not seem worth the risk to work outside in such an environment.

2) You seem to be short of fuel and iron ore, but maybe you did not explore enough the first layers: just one 3-tiles wide staircase might easily miss interesting veins. If I remember well, the embark selection screen indicated shallow metals, so there should be something to find with a bit of exploratory mining.

3) Building beds on repeat when the only sources of wood are caves and trading seems a bit risky to me. But maybe you won't need to build barrels in the beginning, because you embarked with a a fair quantity of alcohol.

4) If you embark on a dangerous place with a military dwarf, you may want to get him to train quite soon and teach/train with a few others once you get enough migrants, especially if some of them come with military skils (you could save a few logs to make training wepons and wooden shields).

5) Systematic quantum stockpiling gets your dwarves busy, which is fine, but may be a problem when someone is requested for a more urgent job.

I return to watch your adventures. I'm eager to see what king of fun you will experience in the remaining videos :-)
1) Fun. Also, for aesthetics sake. Also, attempting to make it safer to allow traders in without dying horribly, although I could have delayed the terraforming of it till later. But even so, doing it straight away is easy, and it gets rid of some of the ice that is in your cavern while your dwarves sit doing nothing.
2) Indeedy. But generally any veins that are interesting will be exposed in a cavern, but exploratory mining is cool too, I just rarely do it.
3) Yeah, but I can generally get water up and running okay. From there, I normally get some more alcohol at the first trader, and after that, I get wood from caverns for new ventures, such as barrels, so then I'm good again.
4) I tend to dislike training people from scratch. I prefer hiding. Generally, even if you train them, you have to arm and equip them, and even then, they can serve only as cannon fodder a lot of hte time.
5) Yeah, but generally nothing is hugely urgent. I have my miners removed from hauling, and my military man I believe, so it's all good.

Thanks!
Logged
Pages: 1 2 [3]