v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d Talk:Indecisive's illustrated fortress mode tutorial

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 16: Line 16:
 
:New Player here, this guide taught me how to play the game. The pictures add a lot to comprehension compared to YFF (Your First Fortress), also the instructions are more in depth and better explain mechanics, plus it takes the gameplay much further than YFF (which hints at possible futures but doesn't really help me understand why I need those futures) I didn't find the guide overwhelming because I would read a bit, play, pause, read a bit, play, explore, read a bit, etc. It works fine the way it is, in my opinion and it is a great resource that doesn't need any more mucking about with then has already been done :) --[[User:Vanan|Vanan]] 02:38, 24 November 2007 (EST)
 
:New Player here, this guide taught me how to play the game. The pictures add a lot to comprehension compared to YFF (Your First Fortress), also the instructions are more in depth and better explain mechanics, plus it takes the gameplay much further than YFF (which hints at possible futures but doesn't really help me understand why I need those futures) I didn't find the guide overwhelming because I would read a bit, play, pause, read a bit, play, explore, read a bit, etc. It works fine the way it is, in my opinion and it is a great resource that doesn't need any more mucking about with then has already been done :) --[[User:Vanan|Vanan]] 02:38, 24 November 2007 (EST)
 
::Good good good!  I'm glad.  When I started playing I used a little of both YFF and IIFMT, learning the interface here and the game mechanics there, but new people I've brought to the game just can't seem to figure out the UI.  The tutorial won't win any awards for being concise, but then again, neither would dwarf fortress. =P --[[User:Mad Mallard|Mad Mallard]] 02:50, 24 November 2007 (EST)
 
::Good good good!  I'm glad.  When I started playing I used a little of both YFF and IIFMT, learning the interface here and the game mechanics there, but new people I've brought to the game just can't seem to figure out the UI.  The tutorial won't win any awards for being concise, but then again, neither would dwarf fortress. =P --[[User:Mad Mallard|Mad Mallard]] 02:50, 24 November 2007 (EST)
 
== Recipe for disaster ==
 
 
Something that really jumped out at me was that the /first/ thing you're told to do is destroy the wagon. I kind of speedread through the rest, looking for where it said to make a food stockpile first, but don't see it, at least not with my tired eyes. With that wagon removed, all the food will rot. It needs to be either inside the wagon or transferred to an interior food stockpile. There's really no good reason to destroy the wagon first things first, if you don't like your dwarves milling around it you could always create a Meeting Area zone someplace else.
 
--[[User:Stromko|Stromko]] 05:39, 25 November 2007 (PST)
 
 
== Caravan ==
 
 
When it comes to the Caravans, I've read from other sources, but I'm not sure if this has been verified, is that the Caravans will start using your roads the first time after you've fully established it and they've had a chance to see it.  Thus, the first year it's completely done, they'll come their own way, the second year, they'll come via the road.  even if not, the nice thing about establishing a road is that no trees will grow in the path you establish, and thus it's a clear exit off the map.  I think more testing needs to be done with caravans and roads in general.  They do seem to work in very strange ways currently. --[[User:Sentack|Sentack]] 10:45, 28 February 2008 (EST)
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)