![]() ![]() Regarding the food, I traditionally take 100-120 booze with me, which is enough to easily last me until the caravan gets here, which supplies me with enough to last until the third migrant wave, I then send the legion of dwarves out to pick berries and have enough booze made to for a year (or two, depends on biome). The only downside is that it means my third wave is absolutely colossal, sometimes 30-40 dwarves.) I clean out every single caravan that comes to my fort. I'll bring 10 of each ore with me, have EIGHTY bronze to start my fortress, and move immediately into serrated bronze disks, which sell for between 12 to the caravans. Even scarier is that the sunk cost is mostly in the anvil. Which is ludicrously overpowered, consider that each ore costs 6pts at embark, so one tin ore and one copper ore is 12pts total and yields 8 bars, which can be forged into hundreds of points worth of bronze picks and axes. Each smelting of bronze yields EIGHT bronze bars. Your woodcutter then starts chopping down trees while you quickly put together as much coal and picks as you desire. (This is instead of tools, the moment you embark you immediately break the wagon into three wood, build your furnace, smelter and forge, burn wood into coal, smelt bronze from ore, and make one axe. So for those of you that are curious, the following works REALLY well.ġ Anvil X Cassiterite X Malachite / Copper Nuggets / Or Tetrahedrite (Last resort, 50% more Expensive Embark) A friend and I were discussing various embark options and they thought the idea of taking zero food and no picks or axes was totally ludicrous, until I broke things down for them and their eyes lit right up. I thought that I would start us a thread discussing some alternative advanced embark strategies. 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. Playing Dwarf Fortress is such a fantastic experience, that I want to help break down entry barriers and help everybody/anybody get to grips with it enough that they can explore and learn other aspects of the game and other ways of playing.Want to start playing? Read this sidebar! I try to address that by introducing new players to a limited range of options first, then expanding on that in a series of more advanced tutorials. The only downside at the moment is that the number of options, added to the learning cliff of the game itself, can be a bit overwhelming for new players. I imagine that the options will increase through the Steam workshop, and anything that is available now, like Dwarf Therapist, that isn't available at Steam release, will soon be replicated by somebody in the workshop community. I'm quite hopeful that there will be multiple options available after the Steam release, for things like graphics, labour management, workflows, etc. ![]() There is something best suited for everybody's individual preference, and as you say, some options are better at certain stages of the game than other stages of the game. One of the great things about Dwarf Fortress, especially for experienced players is that there are so many different options and tools available for us. ![]() Unfortunately a fair amount goes on under the hood and so when you get to the point you need to micromanage things directly, it isn't great for that at all. It focuses on efficiently getting jobs done rather than just keeping dwarves busy. However, I find labormanager deals really well with task assignments for the first couple years. It's more useful for examining stress/labors than actually tweaking them. dfhack also has an in-game labor manager that is almost but not quite DT level. And it sometimes behaves oddly with high (100+) dwarves.įor those situations, turn it back off and use DT. Think hauling LOTS of corpses all of a sudden. It seems to deal badly with situations that suddenly generate lots of a certain job. I have very much liked labormanager although it has its quirks. It won't optimise which dwarf does which task however, so if you want to skill up dwarfs you're better using Dwarf Therapist. It depends on your preference, if you use autolabor then you 'set and forget', the dwarfs will always make sure that somebody is enabled to the job. Originally posted by SalfordSal:I'd recommend either autolabor or Dwarf Therapist - anything other than the in-game manager really. ![]()
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