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########################
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Custom Embark Strategies
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########################
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The custom embark feature of Dwarf Fortress is a handy part of the
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game as it lets you customize exactly what sort of dwarfs you take
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with you and allows you to set their supplies to your exact
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specifications. Read on for more information!
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Embarking the custom way
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========================
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So you’ve chosen your perfect location, as per the world generation
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tutorial, and now you’re ready to embark. What you want to be doing
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now is selecting :guilabel:`Prepare for your journey carefully` from
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the embark menu. You will now be presented with your list of dwarfs
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and the skills they can access.
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.. image:: images/14_dwarf_fortress_embark_01.png
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:align: center
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Have a fiddle with your controls. The left-right arrows move between
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the list on the left (dwarfs) and the list on the right (dwarf
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skills). Select your first dwarf, then arrow over to the skill list
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and scroll through it. Currently this dwarf has no skills assigned.
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Find :guilabel:`Mining`, hit :kbd:`-` and keep hitting it until the
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dwarf is set as a :guilabel:`Proficient Miner`. Do the same for
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:guilabel:`Mason`.
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You have now made your dwarf a pretty good mason and a miner! Note,
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there’s a zero next to his name? This means he can’t accept any more
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skills. Most of the time you’re going to be giving each dwarf a couple
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of skills, but one or two dwarfs might be given some outlier skills
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(leadership skills, for example) to ensure you have a broker from the
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get-go. There are many strategies when it comes to skill selection,
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we’ll cover some samples later.
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Meanwhile, get back to a dwarf using the arrow key. You’ll see at the
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bottom the :kbd:`c` menu for :guilabel:`Customize` and :kbd:`v` for
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:guilabel:`View`. Hit :kbd:`v` and have a read about your dwarf’s
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personality. I usually look for the "friendliest" and mark them in my
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head for any possible leadership skills.
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Head back to the list (:kbd:`Esc`) and then hit :kbd:`c`. Here you can
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modify a dwarf’s nickname and profession name. This is handy if you
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want to make a note of how you’ve skilled each dwarf, or just for your
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own amusement, of course! Once you’re done there, hitting :kbd:`F` or
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:kbd:`G` takes you to a group and fortress menu list. Fiddle around
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here and come up with a creative name if you want!
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When you’re done, (you may have to hit :kbd:`Esc` to head back out of
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the menu), hit :kbd:`Tab` to go to the item list. Many items will be
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on your list already, on the left, with animal options on the right.
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.. image:: images/14_dwarf_fortress_embark_02.png
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:align: center
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As in the last menu, use the arrows to move left and right and the up
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down arrows to move through the list. Head across to the animal list
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and hit :kbd:`-` a couple of times to add 2 dogs to your party. Go
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down, add a couple of cats as well. No, make that three of each, then
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you’ve got a pretty good chance of getting one of each sex. That’s
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handy for reproduction, so my mum tells me!
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:kbd:`=` reduces the number of items. Reduce the number of battle axes
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to one. I usually don’t bother taking two steel battle axes as one
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skilled woodsman with a single battleaxe is quite enough and getting
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rid of one will free up some points you can use for other things. As
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for the rest of the items, that depends on your strategy. For now, hit
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:kbd:`n` for :guilabel:`New`. You’ll be taken to a huge menu of
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purchasable items.
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.. image:: images/14_dwarf_fortress_embark_03.png
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:align: center
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Lets add some turtles to the list of stuff we’re going to take. Scroll
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down to :guilabel:`Fish`, then across to the right and down to
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:guilabel:`Turtle`. Hit :kbd:`Enter`, you will now be taken back to
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the main goods menu and you’ll see turtles added to your list. Hit
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:kbd:`-` until you’ve got 20 turtles. Note, the points available to
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you will go down as you do this – your available points are in the
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bottom right corner and the point cost of each item is listed next to
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the item.
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Lets add some Dwarven Wine the other method. Hit :kbd:`n` for new,
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then start typing :guilabel:`wine`. Pretty soon you’ll be left with
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only one option, :guilabel:`Dwarven Wine`. You’ll note that the
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:guilabel:`Drinks` part of the menu is highlighted, you’ll need scroll
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across :guilabel:`Dwarven Wine`, then hit :kbd:`Enter`.
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.. image:: images/14_dwarf_fortress_embark_04.png
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:align: center
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You can now increase and decrease the number in the usual fashion.
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Lots and lots of drink is a good idea!
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Embark Strategies
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=================
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You now know enough to navigate around the somewhat confusing menus.
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But what you don’t have is an strategy for what to buy when you’re
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embarking. Thankfully, there are some really good ideas presented on
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the Dwarf Fortress Wiki Starting Builds guide and of course, more
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ideas over on the Dwarf Fortress forums. I suggest going and reading
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the starting builds guide, there are some fun ideas there – for
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example, taking no axes, a little wood and then forging your own axes
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on site (saves you points for other items!).
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The :forums:`DF Starter Pack <126076>` includes a collection of embark
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builds, ranging from good for new players to advanced options designed
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to maximise the impact of each point. You can save your settings with
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:kbd:`s`, if you're happy with them.
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Take all the advice there and then think about the location you’re
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embarking to. If it seems likely to be a frozen waste, you may chose
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to modify the builds presented as many are tailored for fairly ideal
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locations. That being said, there are some interesting ideas for
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builds centered around extreme fortresses too!
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When you’ve spent all your points and modified everything you want,
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hit :kbd:`e` for :guilabel:`Embark` and enjoy your new fortress!
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