![]() * Picking a site: I use the search function. You want one anvil, two picks, one axe (trees are cut down with battle axes), one bucket, one crutch, 2 thread, 2 cloth, 1 male cat, 1 female cat, 10 of each alcohol, 20 plump helmet (it's a plant, and is worth its cost), 5 of each seed that isn't plump helmet spawn, 1 of each type of fish, and then use up the last of your points by buying 1 each of as many types of meat as possible. * Picking equipment: All equipment should be the cheapest possible. One is a fish cleaner, jeweler, architect and mechanic. Two dabblers (low skill levels) as follows: One is a grower, brewer and cook. ![]() Five specialists (high skill levels) as follows: Two are miners and nothing else. * Picking dwarves: Sell one of your axes so you can afford skills for your dwarves. The one thing I change from the default controls is that I rebind numpad '*' to move up a Z-level and numpad '/' to move down one. Not including the user interface controls, the only way to learn those is to tool around doing things (the mysterious UI incantation 'umkh', by the way, means that those four keys are used to control a cursor somewhere on the screen). It's all organised around a central staircase and most journeys your dwarves take will be relatively short. The concept is that the fortress is horizontally compact and each layer will eventually be specialised for one particular thing. So I'll describe the first hour or so of a fortress kind-of by the numbers, just to give you an idea of what I do.
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