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Main - Gaming - New version of Dwarf fortress New thread | New reply

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Madman200
Posted on 11-04-07 01:14 AM Link | Quote | ID: 69102


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No mines yet.
And after selecting trees to chop, the carpenter is doing nothing.
Urm...what now?

Ailure
Posted on 11-04-07 01:18 AM (rev. 2 of 11-04-07 01:19 AM) Link | Quote | ID: 69103

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Heh, wood is good. In most of my games, I depended more on wood than stone. Up until the point I reached the bedrock at least. Which is hardly the case on my current map with a aquifer.

Also for free wood, deconstruct the wagon (press q, then hover over it). The wagon is useless as far I know, and there is no point letting it to be around... unless you want it to be a free target for a tantrumming dwarf (in my first game ever of dwarf fortress, one of my tantrumming dwarfs tipped over the wagon xD)

Edit: Does the carpenter have the carpenter job? (press v, then hover over the carpenter).

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Madman200
Posted on 11-04-07 01:22 AM (rev. 2 of 11-04-07 01:23 AM) Link | Quote | ID: 69104


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Nope, it's at No Job, and I don't see how to change it just yet.
But you know, for sure.

1 -> Fish (Useless! For now.)
6 -> No Job (Useless! Period!)

Ailure
Posted on 11-04-07 01:25 AM Link | Quote | ID: 69105

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I mean, did you look under the preferences section after selecting the dwarf, then labor? Wood cutting should be marked, which is like second on the labor list.

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Sukasa
Posted on 11-04-07 01:26 AM Link | Quote | ID: 69106


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[v]->move cursor over carpenter dwarf->[p]->[l]->make sure "Wood Cutting" is bright.

Also Ailure, see the dwarf fortress forums for details on pumping systems for aquifiers.

Madman200
Posted on 11-04-07 01:27 AM Link | Quote | ID: 69107


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Well, I found out why I only thought it was a listing.

It uses the hyperlink setup.

Alright, he's flashing the tree, which sounds wrong unless you've played the game.
That means cutting the base.

After _ trees, I can build [c] command. (Blank is what?)

Sukasa
Posted on 11-04-07 01:30 AM Link | Quote | ID: 69108


Red Birdo
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uild->[w]orkshops->[m]asonry/[c]arpentry

Madman200
Posted on 11-04-07 01:34 AM Link | Quote | ID: 69109


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I meant how many trees it took to make one.

Turns out one makes three.

Now I wait...for the guy to cut everything else. Just because.

Ailure
Posted on 11-04-07 01:35 AM Link | Quote | ID: 69110

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Posted by Sukasa
Also Ailure, see the dwarf fortress forums for details on pumping systems for aquifiers.
Already done that. It's pretty clear for me how to proceed with the pumping system, since I played with the water a bit the other day.

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Madman200
Posted on 11-04-07 01:41 AM Link | Quote | ID: 69112


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Yeah, I'm just incapable of playing a plain-text game like this.

I have the wagon set for deconstruction, the carpenter's shop set for construction multiple dwarves meant for construction, and there's still the fisher and the six inactves.

Skill: 3/50000

Sukasa
Posted on 11-04-07 01:46 AM Link | Quote | ID: 69113


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well, hang on. First off, check what skills are needed to make the buildings you want. Secondly, make sure an idle dwarf has that skill turned on. Then, just wait.

Madman200
Posted on 11-04-07 01:53 AM (rev. 2 of 11-04-07 01:59 AM) Link | Quote | ID: 69114


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Well, that took them long enough.
I guess, they're the idiots here.

Someone got smart enough to pickup equipment, then two other dwarves set to work finally. A fine running game with lagging dwarves? Bad.

Skill: 8/50000 (Should be more widespread, but...whacha gonna do.)


EDIT
Actually, you know what, I think I need a step-through tutorial explaining what I need to do in order and how to do it.
That way I can stop posting every problem or summat.

Ailure
Posted on 11-04-07 02:11 AM Link | Quote | ID: 69116

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The wiki is very useful

You probably want to check out the quickstart guide on the front page. Bear in mind that this wiki don't have too much information, as they decided to start from scratch due to the heavy amount of changes.

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NightKev
Posted on 11-04-07 06:08 AM Link | Quote | ID: 69131


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I would probably fail at this game, I need at least a semblance of graphics to know wtf anything is.

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Squash Monster
Posted on 11-04-07 06:58 AM Link | Quote | ID: 69135


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Okay. From the top.

Location selection.
- Import a world. Forget generation.
- Start a fortress. You need to pick a location. The chunk of information on the right is the one that matters. You want some sort of stream, lots of trees, lots of plants, no aquifers (water symbols next to the list of stone/soil types), and no words like "haunted" or "sinister" (and probably no "joyful" either).
- Choose to prepare carefully.
Preparations
- Switch to the equipment menu.
- Take one less battleaxe.
- Switch back to the dwarf menu
- Take 2 proficient miners
- Take one novice woodcutter / proficient carpenter
- Take one proficient mason / proficient building designer
- Take one novice herbalist / novice thresher / proficient grower / competent brewer
- Take one novice herbalist / novice thresher / proficient grower / competent cook
- Take one anything you want. I take a novice mechanic, out of habit.
- Go back to the equipment menu
- Take five dogs (normal)
- Increase your helmet spawn to 11.
- Increase everything else you have a multiple of 5 of by one.
- Hit "n" to add new things to the list.
- Add any kind of dwarven alcohol you're missing and get 6 of it.
- Add 16 turtle
- Add 6 of any kind of seed you're missing.
- Add one each of every kind of meat that costs 2
- Fill the rest with whatever.
Starting out
- Go to designations (d).
- Mark off a huge area as tree-chopping.
- Mark off a huge area as plant gathering.
- Mark off a 2 square wide tunnel into some rock as mining.
- If you don't see rock, hit > to go down a layer. Mark off two squares as ramps up. Then start your tunnel there. Hit < to go back up.
- Let everyone move around a bit. You should have two idlers.
- You might want to fine-tune labors now. Hit J to see what everyone's doing. Highlight someone and hit c to zoom to them. Hit P L (first time only) to go into their labor list.
- Everybody is already doing what they should be doing, if you followed my advice on the preparations mode. However, some are doing things they shouldn't.
- Near the bottom are a bunch of hauling tasks. Everyone should do cleaning, refuse hauling, and burial (trust me). However, you want to remove every other task that isn't related to their task.
- Stone hauling is really bad - anyone with stone hauling is less likely to get their job done. Only have somebody unimportant and maybe your mason with it.
- Miners, in particular, should not have hauling tasks. Especially stone.
- Mine out some 3x3 sections and corridors to them.
- Once those sections are mined out, build a mason's workshop, a carpenter's workshop, a kitchen, and a still (all "b" followed by "w") in the spaces.
- Once you have a mason's workshop, have him build blocks, doors, chairs, and tables, all on repeat. (Hit "q", scroll next to it, hit "a", choose the thing. Hit "r" while in the mason menu to make it on repeat.)
- Once you have a carpenter's workshop, have him build 10 beds.
- Once you have a still, have him brew drinks on repeat
- Once you have a kitchen, have him make meals of some sort on repeat
- Hit "z" for the status menu, then hit right to go into the kitchen menu. This is where you change what can be brewed or cooked.
Settling in
- Make some big (6x6 is good) rooms next to all those buildings you made. Hit "p" to open the stockpile menu. Put the right kind of stockpile next to each building.
- Make a bunch of small rooms for bedrooms.
- Build beds (b b) in each of these rooms and doors (b d) into them.
- Once you have a bedroom set up, go into the bed's menu (q) and tell it to be a bedroom.
- Build a really big long room for a dining hall.
- Build lots of tables next to lots of chairs in that hall.
- Open up a table (q) and tell it to be a dining hall. You'll probably have to size this up to an appropriate size.
- One table being told this makes the whole place a dining hall, don't worry.
Getting fancy
- If you get a thin layer of water on top of some stone, the stone will get muddy.
- If you get the water off your stone afterwards, you have muddy stone.
- Muddy ground can be used to plant crops.
- Build a farm plot (b p) and put a 5x5 or so one on top of the mud.
- Once you have a farm, open the farm's menu (q) and tell it to plant plump helmets every season.
- Yay farm.

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Sukasa
Posted on 11-04-07 07:06 AM (rev. 2 of 11-04-07 07:08 AM) Link | Quote | ID: 69136


Red Birdo
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Well, I just built a massive underground power plant (perpetual motion!) that produces a little over 1800 units of power

Saved, and I now get to test it.

EDIT: And debug it. I added a second safety system to the resevoir, and oops! I forgot to preset the floodgate, so nothing filled (and thus nothing came close to running, XD)

Ailure
Posted on 11-04-07 04:28 PM Link | Quote | ID: 69150

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I had the illusion that kitchen would try to use varied ingredients, but that is hardly the case. xD

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Sukasa
Posted on 11-04-07 05:38 PM (rev. 2 of 11-05-07 12:04 AM) Link | Quote | ID: 69151


Red Birdo
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I think that's because for other ingredients you need to allow cooking them via [z]->Cooking.

Also working the last of the bugs out of the generator setup.

EDIT: got it working... now, any ideas what I could actually use it for? I"m all out of ideas ._.

GreyMaria
Posted on 11-05-07 11:01 PM Link | Quote | ID: 69228

>implying even the Japanese understand the Japanese
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Posted by eruliA
I had the illusion that kitchen would try to use varied ingredients, but that is hardly the case. xD


Dwarven wine roast?

xD


Anyways, I didn't know that dwarves don't bring their own beds.

I had the things sleeping on the dirt, in the masonry room, ON STAIRS, god knows where else.

I finally built a room, some beds, a door, and put them all together.

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Ailure
Posted on 12-03-07 01:27 PM Link | Quote | ID: 71102

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Bump, as I'm Curious about the progress of people's fortresses. I have a really nice one right now, with a lava pipe and water. Not many feature additions lately, but there's been lots of bugfixes for rather annoying bugs (such as dwarfs being stuck in a loop where they switch between resting and fetching food/water... doing neither in the end).

My current fortress is really high up Z-level wise too, which is a nice change. Usually I only keep to the levels around the sea level.

It adds some challenge too, like that I really need to fix a small water system for wells. I often run out of booze, and it's annoying to see dwarfs walking across half of the mountain to drink from the brook. xD

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