Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 65 66 [67] 68 69 ... 385

Author Topic: PeridexisErrant's DF Starter Pack  (Read 4126601 times)

Salkryn

  • Bay Watcher
  • Pining for the fnords.
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #990 on: August 25, 2014, 07:11:02 pm »

Excellent.

Salkryn cancels Sleep: Playing Dwarf Fortress.
Logged

Raijen

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #991 on: August 26, 2014, 12:16:22 am »

Thanks for the great utility and quick updates :)

Just wanted to let you know that the latest update didn't include the (incredibly usefull) PDF Cheat sheets (the links are still in the launcher, but the folder where they reside is AWOL
Logged

Brienne

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #992 on: August 26, 2014, 12:21:19 am »

Threetoe, Toady, thank you for your job. ReallyBeer,
PeridexisErrant thanks for this pack. And thanks to authors of programs, tilesets,...  found in it.

So, now, time to begin with DF 0.40.
Was waiting a bit^^
Beer, chips, candies, pillow,... Ok, let's go!
Logged

salithus

  • Bay Watcher
  • gottagofast
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #993 on: August 26, 2014, 07:59:45 am »

The pack has updated to 40_10 r1!  As usual you can get it here.

Some minor updates, but mostly focussed on 40.10 compatibility. 

Changelog:
 - Minor updates to Ironhand and Phoebus graphics
 - LNP subfolder names capitalised for consistency with OSX / Linux
 - re-added Legends Exports Processor v4.1; supports DF 40_09+, bugfixes
** updated DF to 40_10
 - all graphics are still compatible, no no changes there
 - updated Dwarf Therapist to v25.0

Somehow stopped getting notifications for this thread :(

TPB: http://thepiratebay.se/torrent/10883880
Code: (magnet) [Select]
magnet:?xt=urn:btih:aba1b52fdf9fc246193f6543a6b1aa70d77d0ef4&dn=Dwarf+Fortress+40_10+Starter+Pack+r1&tr=udp%3A%2F%2Ftracker.openbittorrent.com%3A80&tr=udp%3A%2F%2Ftracker.publicbt.com%3A80&tr=udp%3A%2F%2Ftracker.istole.it%3A6969&tr=udp%3A%2F%2Fopen.demonii.com%3A1337
Logged

Salkryn

  • Bay Watcher
  • Pining for the fnords.
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #994 on: August 26, 2014, 09:24:18 am »

So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.
Logged

LeoCean

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #995 on: August 26, 2014, 09:40:27 am »

Yes you just plan your embark then pick what ever you want and then there's a save profile hotkey on the bottom, just hit that and name it and save it.
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #996 on: August 26, 2014, 11:59:46 am »

You can also save a modified copy of an existing profile (after you select it).
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #997 on: August 26, 2014, 12:09:28 pm »

So, now, time to begin with DF 0.40.
Was waiting a bit^^
Beer, chips, candies, pillow,... Ok, let's go!

I misread "candies" as "candles" and got a completely different idea of your Dwarf Fortress experience :o
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

smjjames

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #998 on: August 26, 2014, 12:34:42 pm »

I suppose I'll grab this and get back into fort mode :D

Edit: Peridexis, you have an extra embark profiles.txt in the main DF folder. Removed it myself since it's the same as the embark profiles.txt in the init folder. Also copies of the init and d_init in the main folder for some reason.
« Last Edit: August 26, 2014, 12:48:58 pm by smjjames »
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #999 on: August 26, 2014, 08:06:21 pm »

Peridexis, you have an extra embark profiles.txt in the main DF folder. Removed it myself since it's the same as the embark profiles.txt in the init folder. Also copies of the init and d_init in the main folder for some reason.
/derp.  I've fixed this for the next version; the stuff in the extras folder (which auto-installs) wasn't structured properly.  Thanks. 
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

Xerberus

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #1000 on: August 27, 2014, 06:25:19 am »

So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.
Logged

salithus

  • Bay Watcher
  • gottagofast
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #1001 on: August 27, 2014, 08:45:07 am »

So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.
Logged

ldog

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #1002 on: August 27, 2014, 05:36:43 pm »

So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.

I keep them as a guide, but I fire up Therapist and check their attributes and assign them their skills based on that. Seeing as 40.10 migrants are coming in with a point of swimming I've gotten to thinking that isn't a bad idea. I've come to the conclusion that the skill choices in the default skill templates included are highly questionable at best, and this only after a month or so of playing addiction (so speaking as a relative noob on behalf of noobs).

My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)
 
Leader on non-military dwarves is useless, social skills develop on their own, but consoler and pacifier don't give much benefit whereas a level of appraiser and judge of intent make trading easy from the 1st visit. Bookkeeper and organizer also develop on their own well enough, I give each of the farmers 1 of those roles. Farmer seems to be 1 of the slowest skills to level up, and a pair of highly skilled farmers can sustain your whole fortress so I think the 2 plant 5 are probably the only really essential starting skillls. Quality weapons and armor are something you can never go wrong with either. If you embark on a site without sand you will hate yourself for having glassmaker 5 (importing raws isn't reliable enough)

Carpenter and mason seem to be overly busy for extra roles early on but in a more mature fort (and when their skills are high) they will be your biggest slackers, so they are solid choices for the extra duties (Dr and broker/leader) that will become more demanding as time goes by.

Animals - 5 dogs (1male) - always regular; it takes seconds to train them all to war with 0 skill even, 1 pair of cats, 1 gander, 3 geese, pair of pigs if you can afford it. The bunch of guineahens or other profiles with 2nd birdtype are overkill for noobs and too much headache.  Too many animals just becomes a big headache.

Other supplys (which is why some skills I said variable levels for points) depends greatly on embark site chosen. For noob friendly resource rich sites not a lot of supplys are true essentials. An anvil, some food, some booze, a training axe, pair of copper picks (or material for bronze), seeds.

I supose it isn't true noob friendly either (since I've already used the no picks bring your own bronze sucessfully a few times I guess I've passed noob) and of course a lot of it is still just my humble opinion (as someone said in a discussion on embark profiles, very little is absolutely essential...7 dwarves, an anvil, STRIKE THE FUCKING EARTH!).
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Xerberus

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #1003 on: August 27, 2014, 07:19:11 pm »

So, I wouldn't be surprised to find out this has already been covered elsewhere, but is there a way to create your own default embark profiles? I like my starting dwarves and supplies to be slightly modified from the disciplined quick start profile, and I would like to be able to create a new profile that matches my preferences.

"prepare for the journey carefully" is the option you want, if you press "s" at any point it should bring up a pop-up menue to enter a name and then the current settings will get saved. i usually go always withi prepare carefully because the dwarves have different traits and attributes and therefor are better / worse at certain jobs. looking at them and trying to assign professions / jobs accordingly is worth and more interesting in my opinion to i never really go with pre-set embark profiles, they don't consider individual dwarves and just distribute the points at fixed positions and items.

I usually save mine without the skill points, that way I don't have to redo all the food and whatnot every time but still can tweak dwarfs to specific roles.

I keep them as a guide, but I fire up Therapist and check their attributes and assign them their skills based on that. Seeing as 40.10 migrants are coming in with a point of swimming I've gotten to thinking that isn't a bad idea. I've come to the conclusion that the skill choices in the default skill templates included are highly questionable at best, and this only after a month or so of playing addiction (so speaking as a relative noob on behalf of noobs).

My own modification of this [TITLE:Wiki - raw materials to make tools, heaps of coal (minmax build)] out of the extras folder works well (for me anyway):
Discipling and swimming 1 on all.
1. Mining 1-3 & Armorsmith 5   
2. Mining 1-3 & Weaponsmith 5
3. Carpenter 1, Woodcutting 1, Diagnose 2, Dress wounds 1, Surgery 1, Set bone 1, Suture 1
4. Plant 5, Brewing 1-2 Armorsmith 1 (in case of strange mood)
5. Plant 5, Cooking 1-2, Armorsmith 1 (in case of strange mood)
6. Masonry 3, Architect 1, Appraiser 1, Judge of intent 1, Persuasion 1, Negotiator 1 or possibly Mechanic and Stonecrafter 1 instead of the last 2 (becomes leader and broker)
7. Metalcraft 5 (mechanic instead if you are really into traps), Smelt 1, Wood burning 1, Blacksmith 1 (or really anything you want here depending on embark conditions and your plans)
 
Leader on non-military dwarves is useless, social skills develop on their own, but consoler and pacifier don't give much benefit whereas a level of appraiser and judge of intent make trading easy from the 1st visit. Bookkeeper and organizer also develop on their own well enough, I give each of the farmers 1 of those roles. Farmer seems to be 1 of the slowest skills to level up, and a pair of highly skilled farmers can sustain your whole fortress so I think the 2 plant 5 are probably the only really essential starting skillls. Quality weapons and armor are something you can never go wrong with either. If you embark on a site without sand you will hate yourself for having glassmaker 5 (importing raws isn't reliable enough)

Carpenter and mason seem to be overly busy for extra roles early on but in a more mature fort (and when their skills are high) they will be your biggest slackers, so they are solid choices for the extra duties (Dr and broker/leader) that will become more demanding as time goes by.

Animals - 5 dogs (1male) - always regular; it takes seconds to train them all to war with 0 skill even, 1 pair of cats, 1 gander, 3 geese, pair of pigs if you can afford it. The bunch of guineahens or other profiles with 2nd birdtype are overkill for noobs and too much headache.  Too many animals just becomes a big headache.

Other supplys (which is why some skills I said variable levels for points) depends greatly on embark site chosen. For noob friendly resource rich sites not a lot of supplys are true essentials. An anvil, some food, some booze, a training axe, pair of copper picks (or material for bronze), seeds.

I supose it isn't true noob friendly either (since I've already used the no picks bring your own bronze sucessfully a few times I guess I've passed noob) and of course a lot of it is still just my humble opinion (as someone said in a discussion on embark profiles, very little is absolutely essential...7 dwarves, an anvil, STRIKE THE FUCKING EARTH!).

don't think that this thread is the right one for discussing embark profiles but here goes my current one:

- Miner / SMITH (1 Mining, 4 Armorer, 4 Weaponsmith, 1 Metalsmithing)
- Miner / DOC (1 Mining, 2 skill levels in every doctoring skill except bone doctor, here i put in 1 point)
- Miner / MASON / MECH (2-3 Mining, 2-3 Mason, 1-2 Mech)
- Wood-dwarf (1-2 Woodcutter, 4-5 Carpenter, 1-2 Bowyer, 1-2 Woodcrafter)
- Farmer / COOK (3 Farming / Growing, 2 Herbalist, 2 Cooking, 1 -2 Butcher, 1 Tanning)
- Farmer / Brewer / Cloth ( 2-3 Farming, 2 Herbalist, 2 Brewing, Thresher, Weaving, Clothing)
- Leader / Stonecraft ( 1-2 Stonecraft, rest in social skills like appraiser, judge of intent, bookkeeper, manager, negotiator, persuader, intimidator)

sometimes i put in a militia-dwarve for fun but this is pretty much my dwarven embark-skillbuild. i remove all wheelbarrows, crutches, splints, buckets, most of the threads, cloths and ropes. all of that i can do pretty early and pretty quickly myself so i don't have to waste points on that and can use all of the skillpoints of my dwarves and the rest i use for items. mostly upping the seeds and getting 2 female & 1 male dog. also i like to up the prepared meat and drink a bit.
Logged

Snaake

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 40_10 Starter Pack r1
« Reply #1004 on: August 27, 2014, 07:51:59 pm »

...embark profile...
I think the game is just more (maybe less) realistic now, about giving worldgen dwarves some skills they've learned during their past life. A point in swimming apparently, I think climbing and/or jumping (is it a skill?) were mentioned in the dev posts. And I have no idea what discipline does. I assume it's discipline, not discipling, which would be the skill of being a disciple or something. You have a good point/idea on combining carpentry/masonry with trader/doctor though. And nice to see you use geese, IMO they're the best for meat, growing the fastest during their first year, due to being 3rd-largest at full size but reaching that full size in only the 1 year.

...embark profile...

I'd swap mechanics to be the primary skill of that dwarf, it's much harder to skill up than mining or masonry. In fact, if you want a chance to mood it, that dwarf will almost certainly have it's mechanics skill outpaced by the others, so you might as well not give it to him/her if that's what you're hoping for.

In general advice, sheep/llamas should be much better now that spinning wool doesn't use the whole stack to make thread any more (at least it shouldn't, I think). Grazers, of course, but that's the price of wool (not a price of milk due to pigs!).


And getting back to the topic, thanks to PeridaxisErrant for the quick assembly of the pack!
Logged
Pages: 1 ... 65 66 [67] 68 69 ... 385