![]() Once barracks are dug out, connect them from behind using a 1 tile wide, winding tunnel to my stairwell, opening to 3x5 before connecting.īuild a bridge 3x5 in size to both accesses to stairwell, make sure the raise.ĭig down in the stair well and tunnel north enough so that 5 5x5 chambers fit in such a way as to not extend below the acess stair 2 tiles to the left of the tunnel.Ĭonnect the 5x5 chambers to each other and the tunnel, join the bottom 3 5x5 into one big chamber, make it food stockpile except for seeds. Then dig a branch off the depot access towards my stairwell but deflect it to build a big chamber where my melee barracks will be.Īt the same time assign my peasant to autochop everything and my weaponsmith to design buildings and my grower to gather plants. Try to embark on flat terrain with iron, lt aquifer and flux (using dfhack embark info)Ĭhannel down a 3x3 then dig a 3x7 path down to a 5x5 chamber where i put the depot, then at an angle dig a 3x7 into another 5x5 for my stair well. Rest go into 1 ram 1 boar, then as many ewe/sow i can afford distributed evenly. Get 1 turkey rooster 6 hen, 1 fowl rooster 6 hen. Remove threads, cloth, bags, quivers, buckets, stepladders and wheelbarrows This last part is extremely time-consuming but it makes me extra-invested in the fort from the very beginning! So you might assign your "leader" dwarf to the guy who hates people, loves aluminum, and is prone to depression and tantrums! The embark profile *does not care* about preferences. ![]() I customize the dwarves literally based on their preferences! You can hit V in the embark process and view each of the 7 dwarves, their likes/dislikes, social aptitude, etc. But I find this even less useful than skilled dwarves since acquiring breeding pairs of livestock is almost inevitable after the first few caravans (I run with human, elven, and dwarven caravans enabled) ![]() ![]() If I make some unskilled dwarves I'll try to get some big beefy mammals like cows or llamas for a proper meat/milk/cheese/wool/bones/leather industry. In all, I generally have 10 ranks spread into each of the starting 7, but I know this isn't really necessary and they will very rapidly become very good at what they do. will receive at least 2 ranks in smithing so I should usually get some kind of artifact weapon, armor, or furnitureĪ few logs and magma-safe rocks (split into blocks immediately)Ī few ore, ideally copper and tin, to forge picks and axesĪt least 5-8 turkeys or some kind of egg laying creatureĪmple food, enough to survive even if I skip all farming and butchering for the first entire year All non-craft dwarves that haul, burn, gather, fish, grow, etc. All other moodable skills I try to limit to 0-2 dwarves. Goal is usually to maximize the number of armor, weapon, and blacksmiths. If you have any of the newb packs, I pretty much branched off from the Craftlords loadout. I have one loadout I tend to pick very frequently Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Want to start playing? Read this sidebar!
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