DF-Walkthrough/chapters/chap01-setup-starting.rst
PeridexisErrant 84ac6ee5eb Update chapter 1
Now using DF 40.24, yay.
2015-09-28 02:34:09 +10:00

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WTF is happening?
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Dwarf Fortress is an extremely interesting and complex game, but one which people find exceptionally difficult to get into. Although it isnt hard to find tutorials, many assume some basic knowledge of the interface and what the player is looking at. They also dont take into account different tilesets and versions and the difficulty new users have in finding a good site for that first fortress.
But all that is in the past Dwarf Fortress Walkthrough! It comes with a pre-made world and save and full game download for you to play along with. And a ton of screenshots. Yes, many, many screenshots.
So grab a drink, get your thinking cap on and be prepared for some dwarfy fun! And carp. Never forget the carp…
Set Up
======
.. note::
This tutorial uses a pre-configured install of DF, with a basic save generated for you and less extra stuff than general-purpose community packages. It still includes graphics and UI upgrades, though!
:DFFD:`Download the walkthrough pack here. <11171>`
Later, you might prefer to move your save over to the :DFFD:`Starter Pack <7622>`, to take advantage of all the other tools and options it offers - to suit everyone up to long-time players and DF experts.
After downloading the pack, you need to unzip the folder onto your hard drive (but *not* in ``Program Files``). Then create a shortcut on your desktop leading to the launcher or directly to ``Dwarf Fortress.exe``.
Run the Game
============
Now were ready to get going! Click on your new shortcut, hit "Play" if you're using the launcher, and you should get the screen below.
.. image:: images/01-start-screen.png
:align: center
So, youve got the game running and enjoyed the exciting ASCII intro movie. Well done! I can tell youll go far! Next step is to hit :kbd:`Enter` on :guilabel:`Continue Playing`, which should be highlighted. Youll then be presented with this screen.
.. image: images/01-save-list.png
:align: center
This is the save game list, which gets cluttered very quickly as seasonal saves build up. But for now all you have to do is use the down-arrow key (not the number pad arrow key) to select :guilabel:`region1-post-embark`. Hit :kbd:`Enter` and the game will load.
First Look
==========
Once the game loads you will be presented with this screen. Although its confusing on first glance, dont panic! It will all be made clear shortly. First thing though, hit :kbd:`Space` to pause the game. :kbd:`Esc` backs out of any menu youre currently in.
.. image:: images/01-local-area.png
:align: center
Lets talk about what you can see. First up, the screen is divided into three sections: The left shows the local view. The center shows the action menu, the right shows the area map. To make things a lot neater hit :kbd:`Tab`, which cycles through various menu arrangements. Stop when your view matches the one below.
.. image:: images/01-narrow-menu.png
:align: center
Now were really cooking with gas! Soon youll be melting foes with magma-falls, and drowning goblins in artfully engineered traps! But before then, lets look around. Use the arrow keys to navigate around the local area. Youll notice the weve got a decent amount of space to work with.
While you examine your surroundings you should be able to spot tree trunks and the grassy areas easy enough, same with (frozen) ponds and the stream and bushes. Other tiles wont make much sense, these tend to be the slightly-arcane zones like open air spaces (pale blue tiles, or tiles with dots) and the earth (brown tiles) and slope tiles (up and down triangles). The screenshot below should help point those features out.
.. image:: images/01-features-lvl108.png
:align: center
Key to understanding DFs local view is getting your head around the fact that DF is a 3D game displayed on a 2D map. To display a variety of heights the world is sliced into dozens of Z-levels. Each Z-level is numbered.
If you look on the bottom right of the window youll see were currently at level 108. To move between levels you need to hit :kbd:`<` to go up, and :kbd:`>` to go down. If you go up a level the map will look like image below. Try it yourself now.
.. image:: images/01-features-lvl109.png
:align: center
Youll see that what was black dirt is now grass and trees. Its like weve gone up a floor in a lift and were no longer looking at a slope, now were looking across a grassy plain. Below us is open space and tree tops. Make sense? Now, try going back down to 108 and then down to 107, a level below "ground" level.
.. image:: images/01-features-lvl107.png
:align: center
Your view should look something like this. Were underground now with mostly dirt around and earth between the pool, the tree roots, and the rest of the ground. You may have noticed the pool doesnt appear to have changed much, but dont be confused. The difference is that on this lower level were on the same level as the body of the pool itself, at the level above, were actually above the pool a little looking at the top of it.
Continue having a look around. When youre done, return to Z-level 108 and find the wagon with our dwarves. The helpful graphic below explains what youre looking at.
.. image:: images/01-unit-detail.png
:align: center
Lets get digging!
=================
So now what do we do? In Dwarf Fortress were usually trying to get a bustling community of dozens of dwarves up and running, while fending off goblins, the whims of nobles and assorted other evils. To do this we need to build ourselves a mighty fortress! Preferably underground. So lets find a cliff face to dig into and get this show on the road!
If you go west (left) from where our dwarves are (using the arrow keys) youll see a nice cliff face. Lets dig an entrance into this spot and plan to eventually dig down way underground where its safe and cosy. First up, get the map centered around about where we want to dig (shown on the screenshot below). Once youre ready:
* Hit the :kbd:`d` key. Youll see the menu on the right changes and in the local view a yellow :guilabel:`X` has appeared. The menu on the right should show the :guilabel:`Mine` option highlighted. If it doesnt, hit :kbd:`d` again, to select it.
* Move the cursor to the edge of the cliff, like this:
.. image:: images/01-dig-cursor.png
:align: center
* Now hit enter and move your cursor down with the arrow keys. Youll see that youve dropped a flashing "anchor". This is going to mark out what your dwarves will dig. Move it across 20 and up 3 and hit :kbd:`enter`, your screen should look like this:
.. image:: images/01-dig-hallway.png
:align: center
The browned out area shows where your miners are going to come along and dig. But they wont act until you back out of the :guilabel:`Designations` menu as the game is paused. Hit :kbd:`Esc` and you should see the game unpause and the menu reset to its master list. Oh, when you have the :kbd:`d` menu up you can actually click on the map with your mouse and select areas to mine. Some people prefer to select areas this way.
With the game unpaused you should notice two dwarves race to the cliff face and start digging. With our entrance under way we should also think about laying out some rooms for our dwarves to live in, who wants to spend time out under that hot yellow disk when lovely rock and earth beckon!
Right now were not worried about making our fortress perfect and creating the strongest entrance, were simply trying to scratch out a space to live! To that end well need three or four rooms off this main entrance.
See if you can match the layout below by marking out areas to dig, as youve learnt. If you make a mistake you can hit :kbd:`x` from the :guilabel:`Designations` (:kbd:`d`) menu and youll note that the menu on the right has :guilabel:`Remove Designation` highlighted. Now when you hit enter and select an area, any area set for digging will be cleared of that designation. Anyway, enough detail, on with the room building!
.. image:: images/01-dig-rooms.png
:align: center
Look at the little dwarves go! Arent they industrious! Theyre quickly digging away and leaving a lot of dirt floor behind them. Good lads! Lets leave them to their work while we sort out some other important jobs.
Chopping trees, setting up piles
================================
Dirt and rocks are handy, but so is wood to make nice dwarven beds, and were short on it right now. To get wood, we need to chop down some trees. And we do that by designating an area of trees to be chopped. Lets get cracking and clear the trees in front of the entrance.
Designating trees to chop is like designating rocks to be dug, so lets decimate the local environment!
* Move the map around so youre looking out front of your fortress.
* Hit :kbd:`d`. Hopefully this time youll notice the game has automatically got :guilabel:`Chop Down Trees` selected, if it doesnt, hit :kbd:`t` and it will be highlighted.
* Move the cursor to the upper left, hit :guilabel:`Enter`, and move the cursor to the bottom right, hit :guilabel:`Enter` again. Any trees in that area will now be set to be cut, as indicated by them all being marked brown.
Although youve done well neither man nor dwarf can live on wood and dirt alone! Luckily for us there are plenty of bushes out there loaded with ripe berries. Lets set some of them to be picked:
* Hit :kbd:`d` again and then :kbd:`p`. One the right :guilabel:`Gather Plants` is now selected.
* Designate about the same area as we did with the wood cutting.
* All the bushes will be highlighted now, and when you unpause you should see a plant harvesting dwarf join the woodcutter.
Your view now should look something like this, note the brown 'highlights' and fallen logs:
.. image:: images/01-plants.png
:align: center
Now lets sit back and watch the dwarves work for a minute! It wont take long before our miners have cleared out our temporary living quarters and our woodcutter and plant gatherer have begun their work. Once the interior space is clear we have lots of work to do, so lets break it down into useful chunks.
Our First Farm
==============
Farming is how you will make most of your food in Dwarf Fortress, and its important to get farming quite quickly. If food runs out your dwarves will starve and your game will end prematurely, and we dont want that, right? dwarves usually farm underground and handily, we have a space all prepared. So follow along, and lets get some tasty mushrooms growing for our stumpys to chow down on!
* Find the bottom right room.
* Hit :kbd:`b` for the :guilabel:`Building` menu and then :kbd:`p` for :guilabel:`Farm Plot`.
* Move the cursor to your farm area.
* The screen instructions tell you how you can increase the size, we need a good 6 by 6 plot, so hit :kbd:`u` and :kbd:`k` a few times until youve got a big green grid, like the one below.
* Move the grid around with the arrow keys until its in about the same position as the one in the screenshot. If you get the size wrong, :kbd:`h` and :kbd:`m` will reduce the plot.
.. image:: images/01-farm-plot.png
:align: center
* Hit :kbd:`Enter` and the green area marker will change to a flashing brown field marker. When stuff flashes it indicates that dwarves are on their way to come build the construction, in this case, a field. And lookee-here! A farmer has come to build our field for us!
.. image:: images/01-farm-build.png
:align: center
He will take a short while to build your field. When you see the dwarf run off, you know hes done. Now its time to set the field to grow delicious plump helmets all year round.
* Hit the :kbd:`q` key. This is the key for :guilabel:`Set Building Tasks and Preferences`. Again youll notice a cursor on the local screen and if its anywhere near the field, the field will be flashing. You can move that cursor around with your arrow keys, this is useful later on when you need to select different workshops and buildings.
* Youll note that on the right the menu now shows you specific task details associated with that field, like so:
.. image:: images/01-crop-select.png
:align: center
* What we want to do is set :guilabel:`Plump helmets` as the food to be planted every season. You can see on the top right of the menu we have the various plants we could try and grow and in the middle area we have the different seasons. Right now :guilabel:`Dimple cups` are selected (but not highlighted, note) and the season is set on :guilabel:`Spring`, as its Spring currently. We need to change these settings.
* Now comes an important skill! Menu scrolling! Using :kbd:`=` (*not* the down-arrow), scroll down through the list to :guilabel:`Plump helmets` and hit enter. You should now see :guilabel:`Plump helmets` highlighted. By the way, :kbd:`-`/:kbd:`=` is the way to scroll in menus; DF usually uses - and +, but having to use the shift key gets annoying.
* Good work! But right now weve only set the spring planting. Its time to set the planting for Summer, Winter and Autumn too. To do this, with the field task menu up, hit :kbd:`b` for Summer and then scroll to :guilabel:`Plump helmets` and hit enter again. Hit :kbd:`c` for Autumn, set :guilabel:`Plump helmets` and then :kbd:`d` for Winter, repeating your selection. You may have noticed that what you can plant changes with the seasons, but dont worry about that for now.
* Hit :kbd:`Esc` to back out of the menu and resume the game. Your dwarves will quickly begin planting in your new field, well done!
Now weve got a field down hopefully none of your dwarves will starve, go crazy and resort to eating rats, or each other. Pretty soon youll have a few seeds in the ground and your farm will begin to look a bit like this:
.. image:: images/01-crop-planting.png
:align: center
Oh, by now you may have noticed the announcements along the bottom of the screen. This is generally because the game wants to let you know that something important has happened. You can hit space to let the game resume, or hit :kbd:`a` to see the alert if you miss it at the bottom of the screen). Hitting :kbd:`Esc` will take you back out of the alerts menu and resume the game.
Stockpiles
==========
While you can just leave all of your dwarves stuff strewn around the countryside, its much more efficient to have it all inside near where its needed. You may have noticed your farmer dwarves running in and out of the fortress to grab the seeds that they need (when they flash between their icon and a little red dot (the seed icon) you know they are carrying seeds).
This is where stockpiles come in. They make everything more organised. A stockpile for all our food and seeds right next door to the farm would probably be pretty handy, right? We dont want the dwarves running across the map to get a bite to eat or a seed to plant, so lets make a food stockpile inside!
* Find the room opposite the farm.
* Hit the :kbd:`p` key (for "piles" of course), a cursor will appear.
* Hit :kbd:`f` to select :guilabel:`Food`, we want to make a food stockpile, after all.
* Move the cursor to the bottom right of the room, hit enter, move it to the top center and hit enter again. You have now set that space as a food stockpile, well done!
* Hit :kbd:`w` to make a :guilabel:`Wood` stockpile, and place it on the other side of the room.
* After a few seconds your spare dwarves will start moving food inside, youll see barrels and bags being hauled and pretty soon the stockpile will look something like this:
.. image:: images/01-first-stockpiles.png
:align: center
You dont have much room inside the fortress yet, so no more piles for now. In time youre going to want to put stockpiles everywhere to help manage your production and resource gathering. For now, well done, youve got food production up and running, youve set up a stockpile, youve set wood to be chopped and plants to be gathered and you know how to do some basic digging! Youve come far!
Before reading the next instalment, how about setting some more pants to be gathered and more wood to be chopped. Then, head on to Part 2 and well learn all about workshops, bedrooms, dinning rooms and stairs! It will be ever so exciting, I promise!