![]() ![]() ![]() "Wait, where are your miners?" Once upon a time, mining skill determined how many precious ore stones dropped from mining, but now there is a straight 25%/33%/100% chance for level stone, vein stone, and small cluster stone, respectively. Urist McGlassmaker Ĭommon concerns about the starting skills: The jeweler will pick the skill up quickly enough that the 5% of cutting jobs that are large gems or gem crafts will be masterwork soon enough! Any no-skill peasant can cut them as well, if not as quickly. Why no gem cutting? There's no quality to cutting small gems. Migrants who arrive as Master Craftsdwarves (after a careful check for vampirism,) and the rare apprentice who shows rare talent (through a mood, usually,) are similarly honored. My starting seven are meant to end up famous craftsmen in comfortable craft halls, and while they will perform some other tasks early on, once lesser dwarves have arrived, they'll be allowed to focus on their Art. I have avoided assigning skills that are easily trained (mining, woodcutting) produce "no quality" goods (wood burning, strand extracting, furnace operating) or ephemeral/peasant goods (brewing, cooking, cheesemaking, wood crafting.) Skills that I find "insufficiently dwarfy" are also excluded. Likewise, I grew tired of important jobs and constructions being delayed, and now allow second/third wave dwarves to handle architecture.Īs always, each has at least one good, dwarfy, moodable skill as its main, and a bit of discipline so they don't run screaming from elf corpses like little cowards. Previously, the embark profile included skills for pushing one dwarf or another to the top of the list as expedition leader, bookkeeper, and broker, but I've come to prefer to use second or third wave migrants for those jobs, allowing the Starting Seven to continue their labors uninterrupted. I've trimmed down some social and miscellaneous skills for this edition, and bumped up some skill levels proportionally. ![]() I'm interested in your feedback! Not every "best practice" in an embark profile can be used in a widely distributed pack, and I've pointed out a few things that can be improved situationally.Īspiring master craftsdwarves and artists, searching for a home where they can focus on the art of transforming the raw stuff of the mountain into the finest examples of Craftdwarfmanship to be found anywhere in the world! I thought it might be fun to annotate the profiles with the logic behind them this time, and conveniently, the game ignores any text that isn't in square brackets! If you can't wait for the new embark pack to come out, you can actually copy this entire post to the bottom of your current embark_profiles.txt! No, really, I just tested it to be sure! Otherwise all three will be posted along with the other default profiles when they are all ready. There will be a whole new "Enlightened Craftlords" profile, incorporating the new art and science skills brought in with the Tavern, Temple, and Library updates, and fairly substantial changes to the older two profiles. I'm working on updates to my "Disciplined Craftlords" embark profiles included with several of the starter packs. 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 ☼Dwarf Fortress 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. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar! ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |