It's the same strategy for Evil embarks.Īfter that either unlock the hatches only as needed, always checking what's outside first, and progressively expand your "safe" courtyard when the coast is clear. This all can be down in the first few minutes of an embark. But it's close, any of the two works just fine. It's a bit more work and takes more time though - digging in soil and hatch cover are a quicker lock down method in my experience. Whatever you have in your wagon must be brought in ASAP.Ģ- as soon as the trees are cut down make a carpenter workshop (ideally inside) and make enough hatch covers for your stair entrance.ģ- cover the entrance with the hatches and lock them.Īlternatively you can just box in the cart and stair with a wall, roof and door (and/or bridge). What I usually do is - before anything else:ġ- Dig a stair down and a large room one or two levels right next to the cart.ġ- Designate just one or two trees to be cut down right next to the wagon.Ģ- As soon as there's a bit of room being cleared out of the room make a huge everything stockpile in there. Giant cougars doing your bidding? Yes please. Or maybe a giant snapping turtle? An alligator woman getting too curious?īut if you are able to get it off the ground these biomes are great for food and anomal training. If there are no Giant Blue Jays or Blue jay men right when you embark, they'll be there soon enough. When you embark in an untamed wild place, you MUST prioritize security. 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. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. a hero.Want to start playing? Read this sidebar! The giant tries to bludgeon him with a wooden bow but he dodges every swipe and grapples the giant, sending them both tumbling over the river Gandalf and Balrog style. Vengeance for the innocent creature pumping through his veins, a four year old dwarven boy approaches the giant on the bridge. He stormed towards my castle, killing a badger on the way. something.ĮDIT: Right after I wrote this a giant invaded. Not that I expected a hardcore, hanging-on-to-dear-life scenario. Is it just "calm" wilderness being a dull place or am I not playing right (having shit value in colony and so on)? I guess I'll just start a new fortress in a more dangerous spot and stay faaar away from calm from now on, because if I am going to be honest here, this first run left a rather poor first impression. All three caverns are tranquil and peaceful. I dug down to the deepest layer in desperation after anything willing to kill my bored dwarves. I've had one tiny goblin siege that killed a random dwarven child guest out in the woods and then went on their merry way. I had a Werelizard in year two that killed my sheriff and went on his merry way. I expected the game would challenge me enough anyways on my first run.Ħ years have passed and basically nothing has happened. When I started my first game I just went with the place with the greatest diversity of minerals and no aquifer. Want to start playing? Read this sidebar!
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