Dwarf Fortress

And make sure no one is using like the Adamantine from Air cheats or anything. I admit I will have to turn it off. I was building a fortress out of the stuff. :lol:

Oh and pick a super cool location like with water so we can make cool mechanical monstrosities.
 
Yeah... I looked into it and it is MUCH easier to distribute after you've embarked. It's far to much trouble to match seeds and locations etc.

So what skills do we want for our dwarves and what do we take with us on our voyage?
 
It used to be thought that seeds didn't make identical worlds on different OSes, but it's been determined that that's not true. They do match - as long as you have the same mods (or no mods), and the same DF version. Each new version generally breaks old seeds so they don't make the same world anymore.
 
Yeah... I looked into it and it is MUCH easier to distribute after you've embarked. It's far to much trouble to match seeds and locations etc.

So what skills do we want for our dwarves and what do we take with us on our voyage?

Miner/Expedition Leader (you know the social and clerical skills)
Miner/Mason
Wood Cutter/Carpenter
Mechanic/Pump Operator (pump can be switched for whatever, if we have an aquifer which I don't recommend it would come in handy.)
Grower/Brewer
Fisherdwarf/Fish Cleaner
Craftdwarf (stone and metal mainly) This could also be swapped out for a Metalsmith/Furnace Operator.
 
Miner/Mason
Miner/Stonecrafter
Woodcutter/Mechanic
Carpenter/Metalcrafter
Weaponsmith/Armorsmith
Furnace Operator/Blacksmith
Expedition leader/trader

And 7 copper picks to make the initial digging faster
 
Personally, I generally take 2 proficient weaponsmiths, 2 proficient armorers, a proficient siege engineer, a proficient bowcrafter, and a proficient glassmaker.

For animals, I bring 3 cats and nothing else.

For items, around 12 of each of the four main food seeds, none of the other seeds, some booze, 1 anvil, 0 axes, 1 pick, 2 logs, some bauxite, and a ton of bituminous coal and either malachite or magnetite (generally malachite), with which to make many many more axes and picks than I could have brought for the same amount of points.
 
It depends on the map. I took 4 proficient glassmakers and 20 leather bags when planning the glass fortress. Usually I don't bring an anvil at all. I'll buy it from the caravan. That way I can take enough food to last until the first wave of immigrants and delay the start of farming until then.
 
Well... we have to agree on one set. Like I said... I need to distribute the save AFTER we embarked.
 
I don't really have that strong preferences. Just take whatever you feel like.
 
I don't really have that strong preferences. Just take whatever you feel like.

That is ultimately my view also. As long as we have a miner and a grower I can make do.
 
Yeah... I looked into it and it is MUCH easier to distribute after you've embarked. It's far to much trouble to match seeds and locations etc.

So what skills do we want for our dwarves and what do we take with us on our voyage?

I did have a set way with what skills my dwarves started out with, but I haven't played in so long, I can't remember it. So I'll be fine with whatever.
 
Okay... then hopefully I can help GB through his first DF game later tonight. That will give him some experience to start the DFG with. I'll start searching around for a good map tomorrow.

I'll use rheinmetal's dwarf skills (he is the only one who didn't say "I don't really care.") and use the rest of the points for 2 dogs, a cat, and food/rum. Sound good?
 
I would greatly prefer cats (but some people hate cats because they don't know how to deal with vermin corpses, or want their dwarves to have a good chance of finding vermin to eat if they are starving). And I consider all the easy-to-train skills, or pointless-to-level-up ones, to be, well, pointless to waste points on. :P

(For instance, mining (do you really want more rock?), carpentry (masterwork barrels/bins -> tantrumers throwing it = bad), growers (you can make ridiculous amounts of food and drink without needing to buy points for one...), furnace operating...)

Masonry is good (better stone furniture makes it easier to fulfill noble room quality requirements), stonecrafting is good if you want obsidian swords, bowyer is great, armorsmith and weaponsmith are great. Wood cutter? Just set aside a few unskilled dwarves to do it. If they get near legendary at wood-cutting, I conscript or reassign them.
 
How about switching the furnace operator to glassmaker and woodcutter to bowyer.
 
I've uploaded the save here: www.croxis.net/katana/region2.zip

We are a little sparse on trees, but we have everything else that is needed. Tried to include everyones requests reasonably. Hopefully you guys won't complain to much ;). The magma vent is underground somewhere, best of luck finding the damned thing.

To use the save. Just rename the region2 folder to the right # in your save folder (if you have a 1 and 2 already just rename it to region3) and then just copy/paste into your save folder. Should be able to hit the "continue playing" option from ingame after than and work like normal.

I figure we can compare fortress's in 3 years and do it again in 5 years, fair enough?

Edit: SL uploaded the multi-layered map for us here to look at.
 
Back
Top Bottom