Since TH-cam does a poor job of showing the next parts of series like these, here's a playlist for ya: th-cam.com/play/PL3Hfqo2_KOlfccw5jPFGd6mQ76qdhdMgl.html
This is the exact tutorial I needed.. basically a blueprint for the beginning.. I've watched many hours and "understand" alot.. but very very early on in a play I have this very strong feeling I'm doing it wrong. For no reason so I stop playing
Persistence can pay off, and then you get to experience the end-game. That's the most FUN! part, finding out just what ends your fortress in ways you really didn't expect. There isn't really a right way or a wrong way because even if you did everything right, things will go wrong. One of the main priorities is to get the booze flowing though, because this is essentially a drink-up in a brewery simulator. (Also when (not if) things do go wrong, you can always go back and reclaim your fortress. So you don't always have to start over again.. Although you may find a few.. suprises when your fresh set of colonists turn up to take over.)
This is great. I'm at a sort of intermediate stage and tend to obsess too much over getting the perfect start going. Watching an experienced player do the early bits will help keep me from going too far down all the rabbit holes.
My most recent fort got brutalized by the Furry Menace. In this case, a Weresheep. Went from 73 Dwarves to 4, two of which were children, and one of the remaining adults was the last Weresheep. I believe we're back up to 18. I've had some crashes and had to reset certain progress here and there. Most recently, my Necromancer Mayor freaked out about something, resurrected a Cow Skeleton, and just started beating the tar out of every Dwarf that got near her. She then resurrected every single one of them. And then it crashed.
11:48 - They could make the game a lot more "streaming-friendly" if they added some sort of indicator when you go up or down (ex., a big arrow flashes briefly on the side of the screen, and after one second it shows the current level in big digits, then fades out).
"Symmetry, we don't do that here." Haha started so many forts learning new things but symmetry is always a must for me.😅 That and hiding all the stone outside of stockpiles. Ocd kicks in. Great videos! Learned so much from your videos when I got started with the steam version. That and endless hours on the wiki
The brew/cook workorders count the number of times someone does the workorder, not the number of items created in the workorder (at least, in v50.x - I don't know if that's changed from previous). So for example with the brewing, if they brew a stack of 5 items they'll create 25 alcohol, but it only counts as 1 for the workorder count. Given that, even if they're only brewing 1 plump helmet at a time, they'll create 5 alcohol per iteration - so for your "brew 75" order they'll brew 75 times creating somewhere between 375 (75x5) to 1875 (75x25) units of alcohol depending on how many plump helmets were in the ingredient stack they collected to brew from. While the dwarves will drink that alcohol over time, that's a lot of pots to create and a lot more room needed for storage compared to what you were saying you were intending.
there was a fourm post by putnam about pathfinding not being an issue when it come to fps slowdown, of coarse having dwarfs lie down so others can walk over them is the real issue with single wide hallways.
The button that you used to find out if a room is missing anything is not in my game for some reason when I click on the zone. For instance when you leaerned what else you needed in the dining room.
“Don’t listen to anyone telling you exactly how to play Dwarf Fortress” is the best advice. When I first started playing, I found myself min-maxing. This completely ruins the fun and the whole point of the game IMO
Not a bad start to your tutorial, Nook; the lack of wood is gonna really hurt so early tho :) One thing I would say is I much prefer to make the entrance hallway 3 wide so I can put the trading spot indoors. This helps immensely during/after trading, as if appropriately guarded with dogs you won't have a problem of birds/monkeys/WHY stealing your trade goods while they sit outside
What i dont understand is why doesnt the game deselect beer and plump helmets on default i dont think anyone does that why would it be enabled thats such a small but game changing thing to do i lost my will to play it years back cause i didnt know this was a thing
Yeah, for real, before the steam release I had tried to get into the game a good handful of times. I could never figure out WHY I COULDNT GROW MORE PLUMP HELMETS. It REALLY should be toggled off by default.
I encountered a... weird bug. So I sold a lot of food because of some annoyance causing my dwarves to make 1K food zzz. Bought a lot of stuff because full barrels of food sold for 1k each. Whatever they left. I kept noticing a kea kept stealing stuff and I was confused as to what they were stealing. I sold my market to move it and... the traders left everything they owned. literally their entire stock was still in my market. so I now have thousands upon thousands of supplies. I don't know why but it was hilarious.
I've never played this game but my OCS is really triggered by the random stone and materials that aren't put away hahaha.. does he just need like a larger area to store them is that the issue? lol
Since TH-cam does a poor job of showing the next parts of series like these, here's a playlist for ya: th-cam.com/play/PL3Hfqo2_KOlfccw5jPFGd6mQ76qdhdMgl.html
This is the exact tutorial I needed.. basically a blueprint for the beginning.. I've watched many hours and "understand" alot.. but very very early on in a play I have this very strong feeling I'm doing it wrong. For no reason so I stop playing
Persistence can pay off, and then you get to experience the end-game. That's the most FUN! part, finding out just what ends your fortress in ways you really didn't expect. There isn't really a right way or a wrong way because even if you did everything right, things will go wrong. One of the main priorities is to get the booze flowing though, because this is essentially a drink-up in a brewery simulator.
(Also when (not if) things do go wrong, you can always go back and reclaim your fortress. So you don't always have to start over again.. Although you may find a few.. suprises when your fresh set of colonists turn up to take over.)
@@brolohalflemming7042 Absolutely. This a game that is learned by failing.
Low food, no problem.
No booze, there will be blood~
This is great. I'm at a sort of intermediate stage and tend to obsess too much over getting the perfect start going. Watching an experienced player do the early bits will help keep me from going too far down all the rabbit holes.
Im very much in the same boat
My most recent fort got brutalized by the Furry Menace. In this case, a Weresheep. Went from 73 Dwarves to 4, two of which were children, and one of the remaining adults was the last Weresheep. I believe we're back up to 18. I've had some crashes and had to reset certain progress here and there. Most recently, my Necromancer Mayor freaked out about something, resurrected a Cow Skeleton, and just started beating the tar out of every Dwarf that got near her. She then resurrected every single one of them. And then it crashed.
11:48 - They could make the game a lot more "streaming-friendly" if they added some sort of indicator when you go up or down (ex., a big arrow flashes briefly on the side of the screen, and after one second it shows the current level in big digits, then fades out).
"Symmetry, we don't do that here." Haha started so many forts learning new things but symmetry is always a must for me.😅 That and hiding all the stone outside of stockpiles. Ocd kicks in. Great videos! Learned so much from your videos when I got started with the steam version. That and endless hours on the wiki
My first few "fortresses" have been tower/ houses XD there is nothing stopping you from staying mainly above ground if you want XD Dwarf House!
22:37 - Calling it how ya see it. We're all just trying to survive these worlds we create so we can see more of it.
The brew/cook workorders count the number of times someone does the workorder, not the number of items created in the workorder (at least, in v50.x - I don't know if that's changed from previous). So for example with the brewing, if they brew a stack of 5 items they'll create 25 alcohol, but it only counts as 1 for the workorder count. Given that, even if they're only brewing 1 plump helmet at a time, they'll create 5 alcohol per iteration - so for your "brew 75" order they'll brew 75 times creating somewhere between 375 (75x5) to 1875 (75x25) units of alcohol depending on how many plump helmets were in the ingredient stack they collected to brew from. While the dwarves will drink that alcohol over time, that's a lot of pots to create and a lot more room needed for storage compared to what you were saying you were intending.
Thx for sweet episode ;-) it was really fun watching you !!!
Love seeing Tutorial forts because I always learn something new.
Starting tip: you can assign a manager without an office for
In the midspring of 219, the bronze colossus Afi Grippedsculpt the Steel of Fathers was struck down by an elephant
there was a fourm post by putnam about pathfinding not being an issue when it come to fps slowdown, of coarse having dwarfs lie down so others can walk over them is the real issue with single wide hallways.
Haha por supuesto no hay que cocinar nuestra cerveza! El vino... bueno puede servir
Exactly what I need. Thank you.
Dang 2 minutes in and I already learn something new that I want to use in my next game, awesome! 👍
3 minutes in and already learned things other tutorials don't go over.
Im working but ill love it when i see it. Thanks nook
The button that you used to find out if a room is missing anything is not in my game for some reason when I click on the zone. For instance when you leaerned what else you needed in the dining room.
“Don’t listen to anyone telling you exactly how to play Dwarf Fortress” is the best advice. When I first started playing, I found myself min-maxing. This completely ruins the fun and the whole point of the game IMO
Not a bad start to your tutorial, Nook; the lack of wood is gonna really hurt so early tho :)
One thing I would say is I much prefer to make the entrance hallway 3 wide so I can put the trading spot indoors. This helps immensely during/after trading, as if appropriately guarded with dogs you won't have a problem of birds/monkeys/WHY stealing your trade goods while they sit outside
Didn’t you already have a tutorial series?
thanks a lot!
amazing!
Why when selecting zones and other smoothing etc do you go out one square past the room you are zoning please?
What i dont understand is why doesnt the game deselect beer and plump helmets on default i dont think anyone does that why would it be enabled thats such a small but game changing thing to do i lost my will to play it years back cause i didnt know this was a thing
Yeah, for real, before the steam release I had tried to get into the game a good handful of times. I could never figure out WHY I COULDNT GROW MORE PLUMP HELMETS. It REALLY should be toggled off by default.
I encountered a... weird bug. So I sold a lot of food because of some annoyance causing my dwarves to make 1K food zzz. Bought a lot of stuff because full barrels of food sold for 1k each. Whatever they left. I kept noticing a kea kept stealing stuff and I was confused as to what they were stealing. I sold my market to move it and... the traders left everything they owned. literally their entire stock was still in my market. so I now have thousands upon thousands of supplies. I don't know why but it was hilarious.
Is there a way to plug the seed in to follow along?
Auto likes when a df comes up
Another tutorial?
Salty beer
'Cheese' is not defined as effective and legitimate. Please consider your terms.
Max "hygge".
Noooo! Pathfinding is not the issue :D check out Blinds video where Putnam explains.
I miss ascii
I've never played this game but my OCS is really triggered by the random stone and materials that aren't put away hahaha.. does he just need like a larger area to store them is that the issue? lol
It starts to take up absurd amounts of space, I'm like you, and have to build giant caverns to shove it all in out of sight.