![]() ![]() You can get by without any of the things I want, but either of the things I *don't* want will kill you dead unless you know what you're doing. I'm looking for at least one soil layer (preferably sand), a river, flux stone and metal, trees, no aquifer and a biome that is not evil. * 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. Barracks will not store equipment.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.Planning ahead will allow you to react quicker to an invasion by hostile creatures and save more civilians in the process. You may want to build your barracks relatively close to or outside of high-traffic areas, main entrances to your fortress, or chambers with traps in them. It is important to consider where you expect your enemies ( goblins, forgotten beasts, titans, etc.) to attack, such as entrances or focal points of your fortress. Barracks may often be the location of where your military dwarves will be training, sleeping, or otherwise performing activities. The location of your barracks is a matter to be considered with great importance. If your dwarves are sleeping on the floor instead of in one of the beds then remember that each bed in a barracks is assigned to one of the dwarves in the squad press q highlight a bed and press p and it will tell you which dwarf was assigned to that bed. To create a dormitory, press q, highlight a bed, press r, then -/ + until you have the size you want, then press d. If you would like them to do so, simply use one of the beds in the barracks to designate a dormitory. Marksdwarves assigned to a barracks will train in melee, including hammering.Ĭivilians will not sleep in open beds within a defined barracks. Multiple squads can be assigned to a range. ![]() ![]() Use +/ - to highlight a squad, then t to assign that squad to train there, or z to assign the squad to sleep there. Squads must be assigned to a barracks before they will use it for training or sleeping. A single barracks may serve multiple squads. Barracks may be defined from a bed, cabinet, chest, bag, weapon rack, or armor stand. A barracks is a room designated for the purpose of housing, training, supplying and otherwise servicing your military. ![]()
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