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Post by SsnakeBite, the No1 Frenchman on Sept 12, 2015 7:10:36 GMT -5
In any case, good god, this game is not friendly at all to beginners. That's the problem I have with it. I tried multiple times to get into it but I can't even figure out how to start a freaking game. Man, some people say Minecraft is tough to get used to, but at least there your options are fairly limited so with a bit of trial and error, you get it eventually. And even if you know nothing about it you can at least do stuff right off the bat. Right now, I'm vaguely considering removing excess migrants via locking them in the room to rot. Mister Trump, what are you doing here?
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Post by aka Cthulhu on Sept 12, 2015 7:29:15 GMT -5
In any case, good god, this game is not friendly at all to beginners. That's the problem I have with it. I tried multiple times to get into it but I can't even figure out how to start a freaking game. Man, some people say Minecraft is tough to get used to, but at least there your options are fairly limited so with a bit of trial and error, you get it eventually. And even if you know nothing about it you can at least do stuff right off the bat. The more I play, the easier it becomes, kinda. At least for me, it was a matter of just taking in everything. Even using ASCII graphics, the sheer amount of things above ground can be really confusing at the start, and combined with the various commands it can be tough to take it all in. But basically, here's a short guide to how to get started, for anyone interested. World gen: Basically, best to start with a small world, short history. Generating a world goes by faster, same with the game itself. The other factors like civs and sites I generally don't touch, while beasts and savagery deals with megabeasts and hostile environments. Mineral occurrence, well the default usually gives enough minerals from experience, but they may not be the minerals you want. Now that you got a world made, it's time to pick a site. You generally pick a site from the map made of the generated world. In that menu, you can pick factors to search for. Stuff like shallow and deep metals are good; especially if they're in plural. Anything with aquifers can make mining troublesome. If there's iron in the area, you'd best hope that there's flux stone, which can also be searched for when you're searching for an embark site. No flux stone, no steel. Having tress in the area might come in handy, especially if you're gonna forge some metals. You can get charcoal from trees, or you can smelt fuel from ores like bituminous coal and lignite. You can only make wood beds, and beds make dwarves happy. Aside from that, rivers or any source of water is also good. Dwarves will only drink water if they're sick or injured, and rivers provide fresh water. Non-rivers usually have stagnant water, so it needs to be cleaned first. Don't pick evil locations unless you're used to the game. That's about it for picking an embark point. You can go with embark now, or plan journey carefully. The former is more or less enough for most part for starters. Later on I'll just point out the things to be done when it's time to play.
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Post by aka Cthulhu on Sept 12, 2015 12:46:22 GMT -5
New map time. So far, finding a decent amount of magnetite ore. Like hematite, it could be smelted into iron, and like last time I'm not finding any flux stone in the shallow areas of the map, so all steel squads won't be happening for a while.
For now, I'll set up two small squads instead of trying to rush with one big squad, so I can have one guarding the base while the other goes around harassing wildlife.
Trap components sell for quite a decent bit, and thanks to that I managed to trade for a decent stock of food, as the wildlife here is quite a lot less than rhino heaven last time.
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Post by aka Cthulhu on Sept 13, 2015 9:50:58 GMT -5
Second winter has arrived. Dwarven caravan brought pretty much only meat as I requested that, but you'd think they'd bring out the other things I requested, like steel and flux stones. No such luck. Still, got around 2k units of meat, which could last a year or so. Main problem right now is the absolute chaos in transporting the trade goods into their stockpiles, as the dwarves are pretty dumb prioritizing what's what. Tempted to suspend most work so they can focus on hauling supplies to their proper place.
Some dwarves are having trouble going up into the outdoors now. On the bright side those dwarves pretty much work underground so no real problem there. Carpenters and woodburners take their logs from outside, as so much wood gets consumed and all the other dwarves are busy with other tasks that it seems pointless to make a log stockpile.
Soldiers train above ground, migrants from the past season have been nice on that front. Talented weapon and armor skills, and while I don't have enough steel, iron is in great supply and hopefully they'll rise to the occasion when something comes knocking at the gates.
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Post by aka Cthulhu on Sept 13, 2015 10:51:51 GMT -5
One thing to note. By default, dwarves (if they're assigned the job) will automatically do things like weave thread into cloth and tan leather. It can be quite handy... up until the part where the dwarf goes into a strange mood and demands thread when there isn't any.
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Post by aka Cthulhu on Sept 13, 2015 11:09:01 GMT -5
All current work suspended until all the damn food is hauled to its proper location. Damn dwarves and their booze marinated brains.
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Post by aka Cthulhu on Sept 13, 2015 12:35:45 GMT -5
Made my woodcutter dwarf chop all the trees. ALL THE TREES. ALL TREES, ONE DWARF, in particular one dwarf who's been underground for too long. In general probably for the best to cull all the trees regularly to prevent lag. Not to mention doing this before I hit population 100 and have the treehugging elves give out a mandate reducing tree chopping.
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Post by aka Cthulhu on Sept 13, 2015 13:26:38 GMT -5
Things to note about trading caravans
-Elves. Spring, can bring rare animals where some of them can be trained for hunting/war, will get offended if you try to offer any wood items for trade. Bringing in items that are stored in wood is fine, as long as you don't trade the container as well.
-Humans. Summer, the only one who trades non dwarven weapons like whips and morningstars. Also tries to trade off large armor, which can't be worn by dwarves. Large armors made of metal can be melted for bars, at least.
-Dwarves. Autumn, seems to be the only one who has steel. If dwarf civilization is still around, diplomat can ask what you want traded in the next year.
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Post by aka Cthulhu on Sept 13, 2015 17:31:49 GMT -5
Finally found flux stone after probing around several layers. 17 levels below surface there's marble, so I can get some steel work done.
Got to assign haulers who'll only pick up stone, as going up and down 13 levels to the smelters will take a ton of work. Might be time for me to read up on how mine carts should work, as they'll greatly increase productivity.
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Post by aka Cthulhu on Sept 13, 2015 19:24:39 GMT -5
Autumn has arrived. I requested more meat from the diplomat, and the caravan did not disappoint. 4000 units of meat, a month after halting most tasks aside from smelting moving all the food still hasn't finished. The food that was made in the kitchen when the caravan has arrived has become a massive cloud of miasma.
There's also a trail of vomit starting from the depot to the first tunnel, for some reason.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,219
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Post by Push R Truth on Sept 13, 2015 19:29:00 GMT -5
Death via Were-elephant.
I was not prepared. Also didn't help that I busted a gut laughing.
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Post by aka Cthulhu on Sept 13, 2015 19:32:32 GMT -5
Worst I got out of the werebeasts is a goblin child that turns into a werebuffalo.
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Post by aka Cthulhu on Sept 13, 2015 20:05:58 GMT -5
Good lord, it took two and a half months with half my dwarves to haul all the food. Gonna have to make a second kitchen and assign a second cook so I can process all this meat into food that can be placed in containers.
Woodcutter has singly handedly stripped the forest of trees. 9000 logs in total, and in current production I use up around slightly less than 1k yearly.
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Post by aka Cthulhu on Sept 14, 2015 6:40:26 GMT -5
Nobles. Damn nobles. One got elected mayor during caravan time, and during the transport of goods he gave a mandate about not exporting a certain item. Even if it didn't get traded away, the act of hauling is enough to consider a violation of the mandate. Due to that, and not having a jail, the captain of the guard handed out punishment via beatings. Even if it's just a wooden training sword, it was enough to hurt 5 out of 6 of the violators badly enough to get them inactive for a while, and kill the 6th one, a clothesmaker.
Aside from that, most of the meat items have been processed to high quality meats, things are running more or less smoothly. Military squad are getting legendary status from mostly sparring and training, and should have all steel gear by a year or so. Also assigned one dwarf who doesn't do much to cleaning duty around the entrance tunnels, as that place is a generator for vomit.
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Post by aka Cthulhu on Sept 14, 2015 8:03:00 GMT -5
Gold minecarts doesn't seem like a viable option for hauling, considering their weight and inability to stand up to magma. On the other hand, they fetch great prices from trade, so there's that. On the other hand, simple trap components from iron can be sold at an even higher price if they're masterpiece quality, and is easier to haul around.
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Post by aka Cthulhu on Sept 14, 2015 10:45:44 GMT -5
Aside from one ettin "attack", in which the giant was torn apart in seconds, this has been a quiet year. Another 4k units of meat from the caravan, and for the next trade agreement I made sure that there will be no more meat. Aside from the smelter, metal forge user, and wood burners, all focus is being put to hauling the food to the stockpiles.
So far, my main export metals are iron and some gold, while steel is mainly used to arm my squad. Need to start making clothes, as the clothes of the dwarves will soon be worn down, and I'd rather not have a plague of naked, unruly dwarves.
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Post by aka Cthulhu on Sept 14, 2015 12:54:59 GMT -5
A slight correction, merely hauling goods doesn't break a mandate. On the other hand, if you say finished trading and a noble makes a mandate banning export on an item you just traded, and they leave, that counts. So you either have to trade back the sold goods, or have the captain of the guard beat up the guilty dwarf/ves.
Now the mayor is demanding a glass window in his underground room. Congrats, asshole, you got a glass window. Had to promote my haulers into becoming a glassmaker. Now I'm considering making an execution room if a noble is too demanding of rare goods.
Processing all this meat into meals is taking quite a lot of work. On the other hand, there's way too much so best thing to do is just make the best quality meals. Both cooks I got assigned is making masterpiece quality dishes from it, so it's all good. Less stress thanks to great meals and all.
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Post by aka Cthulhu on Sept 14, 2015 18:32:12 GMT -5
Nothing's happening. The ettin was some seasons ago. At most my main problem is making sure the entrance tunnels are clear of vomit, which is kinda needed as one time a wheelbarrow was covered in it. Whether vomit was being hauled I'd rather not know.
Trade at the moment consists of golden minecarts, which fetch for a ton of trade good value, a couple of them can be made fairly quickly, and if one is master quality it's enough to trade nearly all the caravan goods.
Currently conscripting a soldier from random citizens. I reckon that some training will help out a little for them. If things go south, then at the very least there will be some slightly soldier quality dwarves for one final stand.
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Post by aka Cthulhu on Sept 14, 2015 21:08:29 GMT -5
So from trading I get two black bronze bars. That's enough to make a minecart, and while the value of the metal is only about a quarter of gold, I reckon that'll still turn out a decent profit, so I craft one. I get a masterpiece quality one which is worth around 6k.
One in-game day later, one of the nobles has a demand, one bronze bar cabinet. No more bars, so I'm pretty much forced to melt down the cart to make a cabinet in his bedroom, otherwise I'm risking the life of my sole metalworker/armorsmith/weaponsmith who regularly churns out masterpiece items and is pretty much the source of my trading goods.
I'm really sorely tempted to get invite the noble inside the underground reservoir I'm making, so he can test out the air tightness of the room.
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Post by Ash Kingston on Sept 14, 2015 23:32:35 GMT -5
Do it, but in such a way that it looks like an accident. Sometimes better known as the "Bastard Operator" method of solving problems with management.
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