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Messages - Lord_Alorand

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1
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 09:17:12 pm »
Strike the earth!
Ok finally took the plunge.  :P
Thank you all for your wonderful advice.
Saved for now, since I have to wake up at 5:30 am tomorrow to drive to the airport, but Friday or Saturday I might write on here how I did with my embark.  :D

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DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 08:37:13 pm »
Thankfully I have Urist McMaledwarf who is Mighty, agile, and quite durable, likes short swords, mail, and quivers. AND He can handle stress.
That will definitely be my War Leader.  8)

3
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 08:27:58 pm »
Grabed 12 lignite.  :)
Then looked through my recruits:
I got a lady that is strong, likes steel, and likes axes, and gauntlets. - clearly my best bet for a Weapon/Armorsmith.

by the way, I have 2 males and 9 females starting out. Should I be worried, or happy?  :-\
Seems like a good breading population, but I hear dwarven women tend to use their infants as shields.   :o

I remember when I first started I had a similar mindset. I made the most efficient fort possible, having max FPS with many dwarves (over 100), about 8 z-levels tall fortress with very very small rooms on a 2x2 embark with all minerals. I had like 5 furnace operators that could smelt up 500~ bars of steel like lightning and a danger room that made my full masterwork steel-clad militiadwarves nigh invincible. It was SO BORING.

I think starting out, successful but boring might be a good start. And anyway the Terrifying Mountains might keep it fun.

4
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 08:13:43 pm »
*Detailed Advice*
Thank you so much for your advice.
Yes I plan to tunnel to magma asap. The location has a volcano so it shouldn't be far to dig.

Here is what I have on the map, though I don't know where exactly:
Spoiler (click to show/hide)
There seems to be no Bitumous coal or lignite on the map, but with Charcoal from wood and magma furnaces I should be fine. No Bitumous coal for purchase in the 3 dwarf civilizations I checked either, but lignite is available.

5
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 07:51:03 pm »
I bring two architects just for the halibut. That way, if the carpenter's the architect, yet I build a stone depot, then the busy carpenter will design it and then you'd have to wait for the busy mason to build it. Otherwise, I have no reason to.
Right on. Just wanted to understand your reasoning.

6
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 07:39:45 pm »
I am torn on bringing miners, I hear it is easy to level and there is black sand on the map, but I probably will make 2 out of the 11 dorfs miners since I need to hide underground fast.

As for why I am analyzing my first embark so much - It is in my nature, I am a horrible perfectionist.  :'(
I will replay the map, and learn from my mistakes, but first I want to bring the right dorfs and equipment TM and just replay from the first save.

Should I make 1 dorf an amusher for the crossbow and leather armor?
Also why 2 architects?
Will I need a Doctor, Broker, or Bookkeeper early on?

7
DF Dwarf Mode Discussion / Re: Finding an optimal starting loadout.
« on: April 13, 2011, 07:26:32 pm »
So all you'd need to do is deconstruct the wagon (creating three wood logs) and build a carpentry workshop, then create a wooden training axe with the extra wood.
Nice, I forgot about the wagon. What are the best creatures that can be pulling it? Water buffalo mated pair?

Quote
Also, unless you mod the game you start out with 7 dwarves each time.
Yeah, I am using DfFusion.exe works great!  ;D

You can never bring enough booze.

Remember, with booze, just like with magma, Plenty + Some More = Enough.
Thats what my main starting focus will be on: Establishing defensible location for full scale booze production.

8
DF Dwarf Mode Discussion / Re: I have evarything :3
« on: April 13, 2011, 07:21:20 pm »
Hmm...
Tried this.
The GCS works  :D though one costs 1251 points  :o so make sure to give yourself enough points during worldgen.
War Grizly mated pair for 1002 points.
a pair of Cave Crocodiles 752 points
Giant bats for 376.
No Dragons or Rocs to be found.
I for a second thought Drake might be *it* and then saw the price of 6 and remembered thats what a male duck is called.
 :-[

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DF Dwarf Mode Discussion / Finding an optimal starting loadout.
« on: April 13, 2011, 06:41:20 pm »
Ok.
I finaly decided to use this:http://www.bay12forums.com/smf/index.php?topic=82005.0 map for my first ever game of DF.
I have been reading through tutorials, installing mods (Tileset, therapist and runesmith) and I swear I read close to half the articles on the wiki. (and even started thinking about writing one   and then realized *I haven't played the game yet!*  )

Now I would like to ask for a little bit of your help with helping me spend those embark points in the most optimal way so that I could finally strike the earth and not have altogether too much !!FUN!!

I will post what I have so far in a few minutes unless everyone would prefer that I start a new thread.

Oh I should mention that the map gives 1500 points and I plan to start with 11 starting dwarves at embark, since I want to try many different industries from the get go, and I think that with Terrifying mountains I better bring some military presence with.

Ok, I find that the simplest way for me to think about spending embark points is to create packages that I think about the benefits of separately and then prioritize from most to least important.

a. Bought all 44 varieties of meat for sale at 2 for starting food and the barrels. [88] spent
b. Got 21 of every Alcohol for sale to last me until agriculture kicks in. [168]
c. Training Axe to chop wood. [17] should I buy 2?
d. Copper Pick [44] - I plan to make DIY steel picks and axes but I thought one pick to start digging while I craft might be good.
e. 2 cats as vermin defense (catsplosion here I come), 2 dogs for breading for war/hunting [54] should I get more female dogs?
f. Anvil [100] + Oak logs x ? + Stone blocks x ? + Coke x ? + Flux stone x ? + Ores x ?
g. 50-70 points per dwarf to max out skills * 11 dwarves = [770] set aside for now until I figure out what I need for skills.
Most of these are for sure things I plan to grab.
So thats [259] left. Any suggestions on where to go from here?
h. Should I bring Gypsum powder?
i. Plump Helmets, Seeds

10
DF Dwarf Mode Discussion / Re: The perfect spot
« on: April 13, 2011, 05:43:19 pm »
Edit 2: I think I will try starting a new thread.
Ok.
I finaly decided to use this map for my first ever game of DF.
I have been reading through tutorials, installing mods (Tileset, therapist and runesmith) and I swear I read close to half the articles on the wiki. (and even started thinking about writing one  :P and then realized *I haven't played the game yet!* ::) )

Now I would like to ask for a little bit of your help with helping me spend those embark points in the most optimal way so that I could finally strike the earth and not have altogether too much !!FUN!!

I will post what I have so far in a few minutes unless everyone would prefer that I start a new thread.

Edit 1:
Oh I should mention that I plan to start with 11 starting dwarves at embark, since I want to try many different industries from the get go, and I think that with Terrifying mountains I better bring some military presence with.

Ok, I find that the simplest way for me to think about spending embark points is to create packages that I think about the benefits of separately and then prioritize from most to least important.

a. Bought all 44 varieties of meat for sale at 2 for starting food and the barrels. [88] spent
b. Got 21 of every Alcohol for sale to last me until agriculture kicks in. [168]
c. Training Axe to chop wood. [17] should I buy 2?
d. Copper Pick [44] - I plan to make DIY steel picks and axes but I thought one pick to start digging while I craft might be good.
e. 2 cats as vermin defense (catsplosion here I come), 2 dogs for breading for war/hunting [54] should I get more female dogs?
f. Anvil [100]
g. 50-70 points per dwarf to max out skills * 11 dwarves = [770] set aside for now until I figure out what I need for skills.
Most of these are for sure things I plan to grab.
So thats [259] left. Any suggestions on where to go from here?

11
DF Dwarf Mode Discussion / Re: Which is better? A pick or a battleaxe?
« on: April 13, 2011, 04:23:26 pm »
More tests:

steel axepicks win 6/6 matches

So (against bronze armor, with grandmasters on both sides) steel picks beat (drastically) both silver picks and addy picks.

Thats quite interesting findings.
So for hammers we want silver(barring mood platinum hammers), for axes adamantium, and for picks steel?
I assume that spears and short swords are also best made out of adamantium.
What about maces? Also silver?

12
DF Dwarf Mode Discussion / Re: Danger rooms
« on: April 13, 2011, 03:48:38 pm »
I thought 1x1 and even 1x4 danger rooms would be less likely to train dodging, no?

Not that that is a bad thing what with all of the dodging off of cliffs riverbanks and bridges dorfs like to do.   ::)

Also how do you get all the sardines soldiers into the 1x1 can?

PS. who here likes to add 4/7 water to their danger rooms, to help the sweating dwarves cool off a little.  :P

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