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you are quoting a heck of a lot there.
[QUOTE]blah blah blah[/QUOTE] to reply to DestroyYouAlot.
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[QUOTE="DestroyYouAlot:811981"]1st Granite, 201 [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/3StriketheEarth.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/4bWerehere.jpg[/IMG] We're here. Fuck. [When you start a fortress, first thing you want to do is pause it and figure out what you're doing before the dorfs all run off to get themselves killed. "Space" pauses and unpauses the game. It also exits out of almost any menu. (F9 exits out of the rest.) The arrow keys move the view around; holding "Shift" with an arrow key moves faster. The view you see at first is just a two-dimensional cross-section of the area - like one layer in a layer cake. (This is a "Z-level".) To view different Z-levels, press "<" and ">". If you lose track of the wagon, just press "F1" to zoom back to where you started. If you want a bigger view, press "Tab" to alternate between the area map, menu, and region map.] I'll tell you one thing, diary - they sure as crap did their homework with the mineral survey. Just from where I'm standing, watching the others unload, I can see gem deposits in the hills. And I'm pretty sure that ore gleaming from the slate outcroppings is sphalerite - that's zinc ore, if you flunked out of geology 101 like I did (I had to ask Meng). And that silt loam, the hippy assures me, can be planted in without irrigation once we dig into it. So, y'know, that's cool. I don't like the look of those wastelands out east, though - hope whatever's running around out there decides to stay there. [Hit "k" to view what's in any given space. Move the cursor around with the arrows (or "Shift" + arrows), and the menu will show you what's there. Press "Enter" to view whatever's there in more detail (doesn't work for everything). If there's more than one thing in that space, use the "-" and "+" keys to select which one you're looking at. "Space" to exit the menu.] [ * on the map is generally either gems, ore or coal - in any case, it's valuable. You're better off having an experienced miner dig it out; novice miners leave barely any stone behind when they dig, while experienced ones will leave almost all of it intact. Ignore it for now; you've got more important things to do at this point.] [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/5Startingstocks.jpg[/IMG] Well, near as I can figure, here's what we've got with us. Without taking some time to balance the books - and by that, I mean ordering Fath to balance the books - I can't be certain. [From the root menu, hit "z" to view the fortress stocks. From the first menu, you can see the dwarf population, how much wealth you've created, imported, and exported (once you have a bookkeeper set up in an office), and your food stores. Left or Right cursor over to "Stocks" and hit "Enter" to totals of every item you currently have access to - but this, and the food stock list, are pretty much just a best guess until you have a bookkeeper taking inventory. More on that later.] [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/6BStockpiles.jpg[/IMG] Guess we'd better start breaking down the wagon and stacking this shit. [The wagon is a building, of sorts, but it's not one that does you any good. However, it can be broken down and the logs that went into making it recovered. "q" is the key to view any building or construction properties. Hit "q", move the "X" cursor near the wagon until it shows up in the menu, and then "x" to remove construction. Any dwarf with carpentry (in this case) enabled will start breaking it down.] [Stockpiles are important - when you set up a stockpile for a certain thing, if a) there's empty space in the pile and b) there's some of that thing on the map, it creates a hauling job for a dwarf to go get the thing and put it on the pile. Hit "p", then the letter for whatever kind of stockpile you want (such as "f" for food). Move the "X" cursor to one corner of the stockpile, hit "enter", move it to the opposite corner to define the size, and then hit "Enter" again. Space to exit the menu. Dwarves with the appropriate hauling job turned on will start moving crap as soon as they're finished whatever they're doing. Important stockpiles to have at this stage are food, furniture, weapons and armor (if you brought any), wood, and refuse (without this one, your dwarves will just leave trash laying around the fortress to rot). Try to avoid stone stockpiles for now, especially big ones - you can clutter up the job queue pretty quick with 80 zillion stone hauling jobs, and there's gonna be a lot of loose stone sitting around shortly.] No sooner had we set our packs down than that weirdo Cerol picks up her pole and starts wandering off to fish. I had to collar her and point her back towards this pile of crap we have to move. Besides, I told her, before she starts pulling fish out of the water to rot, maybe she'd like to set up a fishery to clean the damn things? I'm not eating fish with the scales on and the head still there and everything. Beady little eyes, just staring at you... Pheh. [Dwarves with the fishing job turned on - which a dwarf with the fishing skill will automatically start off with - will fish in preference to almost any other task. If you want them to do something else, you need to turn off fishing for them. Hit "v" - this is the key to "view" a creature, whether it's a dwarf, animal, goblin, whatever. Move the cursor close to a dorf - it'll automatically select whichever one's closest to the cursor. You'll see their name come up in the menu, along with their skill list. Hit "p" for "preferences," and "l" for "labor. Use the "-" and "+" keys on this menu to move the selection up and down, or the "*" and "/" keys to page up and down. Move the selection down to "Fish," which should be highlighted, and hit "Enter" to turn it off. Now that dwarf won't run off and fish until you turn the job back on (although if they're already fishing, they'll usually finish what they're doing). This works for any dwarf, and any job. Once you have more specialists in your fortress, you'll want to turn off hauling jobs for them, and let the peasants take care of the manual labor. For now, don't worry about it.] 5th Granite [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/7ENTRANCETUNNEL.jpg[/IMG] Had the entrance tunnel dug right in the saddle between the two plains - figure that way we've got access to both sides of the mountain. If I figured it right, we should be able to dig down a floor and get to that layer of loam, get some farms started. That should give that damn hippy something to do other than play with the bluebirds or whatever. I'll get a good exploratory shaft dug in, and then maybe a decent-sized storeroom hollowed out - the faster we get all that food in out of the rain, the less soggy plump helmet I have to eat. Once we move further into the mountain, we can use it for lumber storage. [You need to designate where mining is to take place. Hit "d" to "designate" - if the cursor is underground, the menu defaults to "d" for "dig", otherwise hit "d" again. Move the cursor to where you want to start digging, and press "Enter." Move the cursor again to define an area, hit "Enter" again, then "Space" to exit. Any dwarves with "Mining" active will move to grab a pick and start digging. (This is another "high priority" job, so if you want a dwarf that's mining to do something else, and you've got a tunnel designated, turn off mining for that dwarf.) If you want to cancel digging - or any other designation - hit "d", then "x" to cancel, then draw the area you want to cancel the same way you drew the dig. You can use this to "cut out" shapes in the dig area (like for supports). Unpause the game, and the dwarves will get to work.] While that was going on, I had temporary mason's and carpenter's workshops erected outside - once we have space for them inside, we'll move them there, away from that damn sky. (It's just unnatural - the way it just goes up, and up, and up, and up, and oh sweet Arnok I think I have to *script trails off here, flecks of what appear to be vomit are dried on the page* [You'll want most, if not all, of your workshops inside, where they're defensible and safe from thieves (not to mention that some dwarves will become allergic to sunlight, or "cave adjusted"). But for now, just get'em up - you need beds and doors, ASAP. Hit "b" to "build", "w" for "workshop", then "m" for "Mason's workshop". A 3x3 footprint will shop up on the map - move it around with the arrow keys 'til it's where you want it (somewhere near the entrance is good), then hit "Enter". (If the footprint is red, there's something blocking the structure - move it until it turns green.) The menu screen will switch to a list of the available materials - if your miners have dug out any stone, it'll show up here, as will any logs you got from the wagon. Just select one of the listed material types with "-" and "+", and press "Enter" to build. (Some structures will require more than one unit of materials. Try to use stone rather than wood - wood is a limited resource, whereas you'll have more stone than you know what to do with.) A dwarf with the "architecture" job enabled will design it, and then one with the "masonry" job enabled will move to build it (collecting any materials he needs in the process). After you order the mason's shop built, do the same thing with a carpenter's shop - place this somewhere near the wood stockpile if you've got one. Same process, just hit "c" for "Carpenter's workshop" instead of "m".] ---- 12th Granite Got the entrance tunnel started, and got Zulban and Meng started on some beds and doors. (This camping shit's for elves, I'll take a bed indoors, thank you very much.) [You need beds for your dwarves to sleep in - sleeping without a bed will give the dwarf an unhappy thought; enough of those, and they start throwing tantrums and breaking shit. Plus they tend to fall asleep in dangerous places. You also want doors to keep out animals and monsters (and to lock when you don't want the dumb dorfs outside). Also, dwarves just like doors - looking at a well-made door (or any other item of furniture) will give the dwarf a happy thought (which will balance out an unhappy one). Press "q" to access a building, then move the cursor until the mason's shop shows up on the menu. Press "a" to "add" a task, then press "d" to select "build a door." You'll notice no materials appear - the mason will build it out of whatever stone's at hand; usually the nearest one to the shop. Press "a" and "d" a few more times to queue up a few doors - you can stack up to 10 jobs in one shop. If you add too many, or want to re-prioritize, select a current job with "-" and "+", and then either "c" to cancel or "p" to move the job towards the front of the queue. After you start doors, select the carpenter's shop with "q", "a" to "add" a job, and "b" for "bed." Make seven at least - each dwarf should have one, ideally. Add a bucket or two after that - if one of your dwarves is injured, he'll need a bed to recuperate in and water, which a dwarf with the "health care" job enabled will bring to him. If there's no bucket available to carry water, the dwarf will die of thirst while his friends walk past him carting rocks around.] --- 17 Granite Zulban comes up to me and says, "We're out of wood." I say, "What the fuck are you bothering me for, go chop some more wood!" Honestly, I have to think of everything, around here. Plus that pile of fish Cerol has been working on is starting to stink - gotta go tell her to put the pole down and start cleaning the damn things. [If your fisher is also your fish cleaner, you need to turn "Fishing" on until they have some unprepared fish piled up (preferably in a food stockpile), and then off when you want them to actually clean the things at the fishery.] --- 25th Granite I let Fath claim the one horse we brought with us as a pet. Maybe I can show her some of my special grooming techniques. --- 26th Granite [IMG]http://img.photobucket.com/albums/v713/Zeb_Carter/DF/8INSIDE.jpg[/IMG] First night indoors - what a relief. The sounds out there at night aren't exactly what I'd call fucking reassuring. Birds and shit, crickets, the wind, fucking impossible to sleep with all that racket going on. In here, all you hear is mining picks against stone, dwarf snoring, and the comforting whinnies of livestock. Ahh, peace. Tried to convince Fath that these beds were big enough for two, but she said sleeping on the stone is good for her back. Huh... [Once you've got some beds and doors built, they'll sit in the furniture stockpile (or pile up in the workshop if you don't have a furniture stockpile). You'll need to "build" them with the "b" key - same as you did for the workshops, only instead of "w" you'll hit "d" or "b". Move the blinking footprint where you want the thing, hit enter, then select from the list of available furniture with "-/+/Enter". A dwarf with the furniture hauling job enabled will grab it from the stockpile and install it. Now you can select the structure with the "q" button. Once you've got a bed placed, select it with "q", then press "r" to define a bedroom. Press "-" and "+" to determine the size of the room, then "Enter" to confirm it. If it's a private room, leave it as it is and a dwarf will claim it - if it's supposed to be for one in particular (like the manager), press "a" to assign it and "-/+/Enter" to select a dwarf. If it's a public sleeping area, press "b" to make it a barracks so all the dwarves without rooms will sleep there (and none of them try to claim the beds as their own). You only need to define a room from one bed in a barracks - any other beds in the room area will automatically be part of it.] [/QUOTE]
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