Dwarf Fortress
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Templair




Posts: 129

PostPosted: Mon, 26th Apr 2010 11:28    Post subject:
Hyh I wasn't aware that this game is sooo damn popular. I want to play it like ... RIGHT NOW. Too bad Im at work :< ...

T.
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Mon, 26th Apr 2010 14:23    Post subject:
If new players want to take a look at a fully functioning fortress, I'd be willing to upload my save so you can peek and get over the harder start.
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Mon, 26th Apr 2010 14:35    Post subject:
Where's the fun in that? Very Happy
Though I'd like a save just to check out your design strategies since my forts always end in a confused mess which I can't overlook anymore.
*looks around in his room*
Then again, I live in pretty much a clutter all the time :/
Anyway, a save woudl be appreciated Wink
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Surray




Posts: 5409
Location: Europe
PostPosted: Mon, 26th Apr 2010 16:36    Post subject:
I don't think using a savegame from someone else with a fortress that's already up and running would help a new player. In fact I think that would be much worse than starting from scratch.

A new player would just be totally overwhelmed and have no idea wtf is going on and what to do and how to handle any issues that might come up. Even an experienced player would probably be really confused when taking control of someone else's fort. You'd have no idea where to find what and what your dwarves do and what resources you have etc etc.

It's like when I play Anno 1404 and save after a few hours, and the come back weeks later.
I feel like my head is about to explode because I don't have a clue anymore what I was going to do next and what needs attention.


It's much better to just start from the beginning and learn things at your own pace as you construct new buildings and encounter new...obstacles.


Reklis, controlled chaos is perfectly normal in DF. Don't worry about it too much.
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litwicki23
Banned



Posts: 215

PostPosted: Mon, 26th Apr 2010 16:48    Post subject:
better graphic than Dragon Age <yeaaah> <lol>
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Surray




Posts: 5409
Location: Europe
PostPosted: Mon, 26th Apr 2010 16:57    Post subject:
yes very funny.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Mon, 26th Apr 2010 17:13    Post subject:
Okay, before you go on playing here do note:
- Theres a titan moving around in the river and yes theres a dead dwarf floating near him, I put the body and parts on forbid so they would not try and retrieve it.
- In the underground caverns is a forgotten beast, do not attempt to access these tunnels without preparing proper military, as you can see I am not focusing on military and therefor am rather careful.
- Levers, from left to right -> First does the main bridge, second does the outer bridge, third does the tiny bridge in the trapmaze.

Specs: Temperate Map, ~100 dwarves, Fully closable (Careful with digging around, you might compromise defenses), military is utterly weak, equipment is available though. Fully equiped rooms for 80 dwarves. Started in 31.03, using MAY DAY tileset.

Hints: Use the Dwarf Therapist to effectivly manage those dwarves of yours. Also a non-official patched stonesense is out for those who need a better view of things. Its a bit chaotic with dwarf management due to my sudden huge immigration surge, you should get that sorted. Also bridge raises up, dont cap it off with anything or it wont work. Keep wood stocks high and enough barrels, else you'll run out of booze due to plump helmet overproduction.

Link to stonesense: http://dffd.wimbli.com/file.php?id=2229
Link to Map:
Link to Dwarf Therapist: http://www.bay12forums.com/smf/index.php?topic=39229.0

EDIT: Never mind I got totally raped by a second titan who ran in at lightning speed and is so deeply fucking me right now, I'd rather finish it off then upload as the earlier upload would have you go through the same. Fuuuuu-
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Mon, 26th Apr 2010 17:19    Post subject:
Oh god its bad, I closed bridges too late and its in now. Ive managed to stall it at the Trade Depot and am trying to put a wall up. Ive already lost some idiot plant gatherer who wanted to gather the plants the titan apperantly shoots with.
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Mon, 26th Apr 2010 17:28    Post subject:
Epic victory, he met his demise by my soldiers. With bolts and swords they overwhelmed it and put it to death before it could enter the main fortress. Traders, the best line of defense.
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Templair




Posts: 129

PostPosted: Mon, 26th Apr 2010 18:17    Post subject:
Any hints for a starting player? Links, tutorials? Thanks Smile ...

T.
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D4rkKnight




Posts: 801

PostPosted: Mon, 26th Apr 2010 18:45    Post subject:
Templair wrote:
Any hints for a starting player? Links, tutorials? Thanks Smile ...

T.


The goblin invasions in the new version are hard to deal with for newbies. The first wave is not so bad, but once they show up in iron gear you're pretty much dead.

I would recommend [INVADERS:NO] in the data\init\init.txt file at least until you get an idea of how to raise and train and control your militia, otherwise you will just die quickly and have to restart and probably die a few more times before you understand the basics.

Your militia is going to need full iron at least to survive, choose mail shirt instead of breastplate, high boots instead of low, and greaves instead of leggings, they offer more protection.

Also you should know that any militia is still pretty weak in the game, the best defense is defensive structures, traps, towers, bridges, moats.

The wiki has some good startup guides, written for last version but they are 98% the same.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Mon, 26th Apr 2010 19:19    Post subject:
Templair wrote:
Any hints for a starting player? Links, tutorials? Thanks Smile ...

T.

most of the tutorials I found weren't quite right or missing crucial info. The wiki needs updated on a few things. If you use the wiki, click the previous version's page on most things. the latest version if often a line or two while the previous version is a full description of the thing, just put into history because it was written before this version.
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Surray




Posts: 5409
Location: Europe
PostPosted: Mon, 26th Apr 2010 19:44    Post subject:
as a new player you might want to play the old dwarf fortress (DF 0.28.181.40d (September 8, 2008)) as that's what all of the new player guides are for. just check the official forum for those guides (or youtube)
it's also simpler in some regards such as health care, skills, and most importantly military, so you'll have an easier time getting into it.

you can still make the switch later and learn the things that are new. It'll be easy to get the hang of those once you know your way around the old version.

unlike the new version, the old one is stable. you could easily run into a crash or other issue that ruins your fort with the new version.

as crossmr said, the wiki has much more info on the old version so you'll have an easier time looking things up.
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Mon, 26th Apr 2010 20:12    Post subject:
Templair wrote:
Any hints for a starting player? Links, tutorials? Thanks Smile ...

T.


Start in a mirthful land, titans are friendly to you there. Also the 4 basic needs:
1. Wood
2. Stone
3. Food(and thus farming plumphelmets)
4. Drink(Preferably alcohol, but make sure there is always water available)

As a starting point reading the wiki http://df.magmawiki.com/index.php/Main_Page is one of the best places to begin, also watch captain ducks tutorials. He also has updated chapters for the DF2010 version.

http://www.youtube.com/user/captnduck

Do note that his tutorials are the old version, he only has videos for the new versions features, therefor the old videos might be outdated or different on some matters, although the basics are often the same.

Combining the wiki and captnduck is a sure way to go.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 26th Apr 2010 20:14    Post subject:
Surray wrote:
unlike the new version, the old one is stable. you could easily run into a crash or other issue that ruins your fort with the new version.
That's the reason why I use the old version now. I had a fledgling fortess that was comming along nicely, when the game decided to crash on me, erasing at least 4 hours of progress. I won't even take my chances with the old version. Autosave is on, just in case.
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Templair




Posts: 129

PostPosted: Mon, 26th Apr 2010 21:06    Post subject:
Thanks for all the help guys! Much appreciated. The game is a bit overwhelming but I can be damn persistent if I want to ;D ...

T.
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 26th Apr 2010 21:21    Post subject:
Templair wrote:
Thanks for all the help guys! Much appreciated. The game is a bit overwhelming but I can be damn persistent if I want to ;D ...

T.
Keep at it. As ppl previously said, the complexity mostly comes from the UI. Once you can see past that and get used to it, it becomes second nature. Combine that with the use of the wiki and the possibilities are endless. Smile
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Tue, 27th Apr 2010 02:59    Post subject:
I'm on my second fort because I couldn't figure out how to make a bucket brigade to muddy some tiles to grow food. I often find threads or things talking about topics, such as a bucket brigade, but no one seems to discuss how these things are made. They all talk as if everyone knows what they are and searches for the things they talk about doesn't reveal anything useful. I finally found a page tucked away that had a half a sentence about making a channel a pond zone and having lots of buckets available.

Now I'm doing pretty good. I'm crowing 18 squares of farm inside, 9 outside to make some alcohol. I've started butchering the odd animal, but I really need to make a pen or something. I've got metalsmiths, asheries, a couple guys holding swords (I think)
and when the merchants show up I've got enough stone mugs that I can buy just about the entire shipment. It usually gets to a point that I just start picking random expensive and heavy stuff so they'll take all the damn mugs I have.

The only trouble I have now is these goblin snatchers who show up and take the kids. How can I keep the kids inside?

Also with the well, I've got water about 10 levels down. I channeled in from a brook. Made a small reservoir. How do I connect that to a well? do I just make a channel on top of a channel each level up and then put the well on the top level?

[edit]

hmm
76 population and already chugging.
every few seconds it just freezes for a moment
not exactly encouraging..
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Templair




Posts: 129

PostPosted: Tue, 27th Apr 2010 09:45    Post subject:
crossmr wrote:
hmm
76 population and already chugging.
every few seconds it just freezes for a moment
not exactly encouraging..


Check this topic out: http://www.bay12forums.com/smf/index.php?topic=51957.0 . Perhaps It will help with your chugging problem ...

T.
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 27th Apr 2010 10:54    Post subject:
crossmr wrote:

Also with the well, I've got water about 10 levels down. I channeled in from a brook. Made a small reservoir. How do I connect that to a well? do I just make a channel on top of a channel each level up and then put the well on the top level?


Basically that's how you do it but you gotta be careful about the water pressure (unless your reservoir is cut off by a floodgate).
Because if you get your water (a steady stream) that is from say z=0 and your reservoir is on z-10.
Now you go ahead and channel the tiles above the resevoir on levels z-9 to z-0.
The water pressure will fill your "well" and flood the whole damn thing.
I don't tink that changed in the new version (if you're playing that one anyway).

And tbh, I have no Idea how you'd get a bucket brigade to work because from day one I used some sort of intricate floodgate mechanics to irrigate my soil.
Ie you got a room with 200 farm tiles. I dig a room next to it which is 28 tiles big fill this one with water, close the floodgate that leads to the water source and then open the floodgate to my farm room.
Tada! 200 floor tiles which all got only 1 water in them. Perfect Very Happy
(if that made any sense whatsoever)
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Tue, 27th Apr 2010 11:09    Post subject:
crossmr wrote:


[edit]

hmm
76 population and already chugging.
every few seconds it just freezes for a moment
not exactly encouraging..


You might want to take a look at the overview panel at your animals, having like 20 cats and 20 dogs can produce quite some lag. You should butcher all extra animals by going to z then animals and then press b to butcher them. Dont butcher someones pet as they really really dont like it when you do that. You could also cage them all, but this is a lot of work.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Tue, 27th Apr 2010 15:41    Post subject:
I just noticed my mayday tileset doesn't seem to be working right. Lots of things seem okay, but none of the dwarfs are using the actual graphics.
nor are the animals. I downloaded the package someone recommended, so it should be okay..but nada.


intel ultra 7 265k, 64gb ram, 3070
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 27th Apr 2010 16:42    Post subject:
crossmr wrote:
I just noticed my mayday tileset doesn't seem to be working right. Lots of things seem okay, but none of the dwarfs are using the actual graphics.
nor are the animals. I downloaded the package someone recommended, so it should be okay..but nada.
The new version Mayday seem incomplete. I used it for a bit, crashed and when I reloaded it was seriously messed up (previously good dorf units were now some kind of messed up stick-figures, lots of graphics reverted to ASCII, etc). I would strongly suggest sticking to 40d until bugs are hammered out and Mayday completely does his thing.
Quote:
Dont butcher someones pet as they really really dont like it when you do that.
I can't seem to do it in 40d even if I want to (like getting rid of all the useless pets immigrants bring). Once it's adopted, it becomes untouchable.

About bucket-squads: they only wirk if the designated pond is open space. So carve out the floor of the farm, put a pit/pond deisnation over it (make sure it's switched to pond from pit) and your dorfs will start hauling water into it (given that you ahve free buckets).

To speed things up, don't make one big pond-designation, just a few one-tile ones that the dorfs can reach (aka, on the ledge, not in mid-air). One designation will only use one dwarf so several small ones will speed things up considerably.

But using floodgates and channeling pools (or a river) to irrigate your farm is a much faster method. Buckets take forever and your dorfs will go insane with hunger and thrist before long.

You just need a floodgate, 3 mechanisms (one for the lever that operates the gate, two for linking them) and a bit of digging. One small pool at the beggining will easily irrigate a big enough farm that could sustain a few migrant waves.


Last edited by zmed on Tue, 27th Apr 2010 16:51; edited 1 time in total
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Ragedoctor




Posts: 2184
Location: (dot)NL
PostPosted: Tue, 27th Apr 2010 16:44    Post subject:
zmed wrote:
crossmr wrote:
I just noticed my mayday tileset doesn't seem to be working right. Lots of things seem okay, but none of the dwarfs are using the actual graphics.
nor are the animals. I downloaded the package someone recommended, so it should be okay..but nada.
The new version Mayday seem incomplete. I used it for a bit, crashed and when I reloaded it was seriously messed up (previously good dorf units were now some kind of messed up stick-figures, lots of graphics reverted to ASCII, etc). I would strongly suggest sticking to 40d until bugs are hammered out and Mayday completely does his thing.
Quote:
Dont butcher someones pet as they really really dont like it when you do that.
I can't seem to do it in 40d even if I want to (like getting rod of all the useless pets immigrants bring). Once it's adopted, it becomes untouchable.


Ever tried sending your military to clear the job? Just put the kill button on and they'll finish it off just fine. Ive slaughtered entire invasions of cats. I also modded some parts of my game so it might be because of that.
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Surray




Posts: 5409
Location: Europe
PostPosted: Tue, 27th Apr 2010 16:46    Post subject:
crossmr wrote:
I just noticed my mayday tileset doesn't seem to be working right. Lots of things seem okay, but none of the dwarfs are using the actual graphics.
nor are the animals. I downloaded the package someone recommended, so it should be okay..but nada.


I use Phoebus' set which also has a full package and it works great.
http://www.bay12forums.com/smf/index.php?topic=52186.0
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 27th Apr 2010 16:55    Post subject:
Ragedoctor wrote:
Ever tried sending your military to clear the job? Just put the kill button on and they'll finish it off just fine. Ive slaughtered entire invasions of cats. I also modded some parts of my game so it might be because of that.
Last time I checked that method on the wiki, it said something about only allowing to attack thigns that are not owned by the fort, so pets would be unattackable in vanilla. Modding is something I'm not yet ready for, so I guess some unfortunate accidents in the meeting areas would be in order. Smile
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Surray




Posts: 5409
Location: Europe
PostPosted: Tue, 27th Apr 2010 16:57    Post subject:
I occasionally send my military to kill my own dwarves so killing pets should work too.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 27th Apr 2010 17:07    Post subject:
zmed wrote:
But using floodgates and channeling pools (or a river) to irrigate your farm is a much faster method.
In the beginning it seems easier to just break through to a small lake. Those dont have unlimited water so you dont need floodgates
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 27th Apr 2010 17:24    Post subject:
Nui wrote:
zmed wrote:
But using floodgates and channeling pools (or a river) to irrigate your farm is a much faster method.
In the beginning it seems easier to just break through to a small lake. Those dont have unlimited water so you dont need floodgates
But they will replenish their water supplies during rain and continous flooding is not a good thing.
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Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Tue, 27th Apr 2010 18:13    Post subject:
just make the lake bigger, make extra rooms for water to, or let the water flow down with some channels.
I'm an amateur in this game, but this methods seems to be the best in the beginning...


kogel mogel
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