http://www.thetales....?showtopic=2295
Interested in trying it yourself? Read on then.
Download the game from here,
http://www.bay12games.com/dwarves/
Or from here to have some tilesets as well (recommended tbh)
http://www.megaupload.com/?d=XPRO3NJ0
Generate a world first, this can take a while, then start a new game.
Once your world is generated and you've chosen your starting area (make sure you have tree and a fresh water source) you'll be asked to press Enter to check what you're taking or push space to get on with it. Push Enter and you'll be taken to a screen which allows you to choose what skills to assign to your initial 7 Dorfs and what stuff they will bring with them.
For skills you basically want to follow something along the guidelines below,
Miner Dorf
10 Mining
Mason Dorf
8 Mason
6 Engraver
Carpenter and Woodcutting Dorf
8 Woodcutter
8 Carpenter
Mechanic and Stuff Dorf
8 Mechanic
6 Metalsmith
6 Mason
Fisher and Farmer Dorf
8 FisherDorf
7 Grower
Farmer and Hunter Dorf
8 Grower
7 Trapper
Jack of all Trades Dorf (the Dorf that can help the important Dorfs or replace them should they die)
6 Mining
6 Woodcutter
6 Grower
7 Cook
7 Brewer
1dfstartdwarves.png 71.11K
3 downloadsThis covers all the skills you'll need to survive your first winter, once spring comes again you'll get some immigrants with a random set of skills. This distribution of skills means that if your primary miner dies you have someone who can realistically pick up the pick and so on with all the critical skills.
I suggest you customize the names of the dorfs as well to make it easier to tell them apart. With a dorf highlighted push c and then n.
For items I usually go with the following.
2dfstartitems.png 67.64K
3 downloadsTheir are a few absolute necessities and they are the following,
Plump Helmet Spawns (basically seeds, these can be grown on farms and eaten. They can also be used to brew Dorfen Wine. As such, they are this: AWESOME.
Pig Tail seeds (nice to have some variety in the diet, though I dunno if that really matters ¬_¬)
Booze (Like Humans, Dorfs NEED booze to survive. Without it they will work slower and become depressed. Take 3 different types with you as some Dorfs like
wine more than ale etc)
2 x pics (Strike the earth!)
1 x axe (Strike the trees!)
1 x anvil (Strike the metal!)
Meat (to keep your Dorfs alive through the first spring, summer and autumn. A good choice is turtles, since you can eat them and then use the bones and shells left over to make crafts to trade with the first caravan that visits your fortress).
With what ever points I have left I'll grab some animals. Dorfs are animal lovers see. Bit of companionship. I throw in a hunting dog and a war dog. The thin red line if any weedy carnivores turn up.
Once you've made your choices push e to embark.
3start.png 105.33K
4 downloadsYou'll see something like that. This actually seems a fairly awesome starting location, as I have trees, fresh water and a cliff face which means that if I want to I don't have to bother with the pesky z axis. If you have no cliff then it's slightly more complicated but I'll get to that.
Let me explain the initial interface then. Pushing tab will rotate you through the three views available, push them lots until you only have local as 2/3rds of the screen and menu showing in 1/3rd.
1. Local area and where you'll spend the large majority of your time.
2. That's the menu section. It will also display information about highlighted things and some other stuff too.
3. This is like the minimap. Initially this is largely useless and you don't really need it at all tbh.
4. This tells you what "level" you're looking at on the Z Axis. (With numlock off) Shift 5 will move you up the axis and Ctrl 5 will move you down.
5. How many of your Dorf have nothing to do, or are too sad or injured to work.
Let's get cracking then. First things to do are the following.
Pause the game by pressing space.
Dismantle the wagon. Do that by pushing q (Set Building Tasks\Prefs). A little yellow x will appear in the local area map, which you can move around using the cursor keys. Move it over the wagon and the menu section will tell you what you've highlighted and any actions you can take on that building (yes, the wagon is considered a building). Push x to set it to be dismantled. Push space till you're back back to the top level menu (generally space is like Esc for menus).
Push p to set out where you want items to be stockpiled. A little green cross will appear on the map, in the menu section you'll see a load of different stockpiles, pick wood by pushing w. Find an area near some trees and push enter once to choose one corner and then move the green cross 5 squares horizontally and 5 square vertically with the cursor keys, push enter again and you will have painted a rectangle on the ground which tells your Dorfs where to stockpile the wood that the woodcutter Dorf will produce. Do the same thing with food and stone.
We've assigned stockpiles but right now the miner and woodcutter are doing bollock all. You need to designate areas for mining and chopping. Push d and you'll see another list, push d again and in the same way you set stockpiles designate where you want the miner to mine (tip: Don't mine out massive areas more than 7 x 7, or the roof will cave in and kill anyone in the area. If you're digging rooms bigger than that leave one block in the center as a roof support).
You might not have a cliff face near your starting area in which case you'll need to mine some downstairs on the surface first, then Ctrl 5 and designate some upstairs in the same place as in the above level, then you can start digging out corridors and rooms as described above underneath the surface instead of into a mountain face. You might have to dig down several levels before you hit stone (which you WILL need as a raw material) so don't stop after the first level (which you can use for farming, since it's all mud), keep going down for stone and ore.
4beginnings.png 96.95K
4 downloads1. Designated areas in the cliff face for mining.
2. Stockpile for stone. Wood is out of the shot.
3. These are trees designated to be chopped (snowcovered pines to be exact, hence them being white and not green. We're on the cusp of spring still see).
They flash yellow in game which I didn't capture in this screenie.
4. Food stockpile. All the food we brought will be moved from the wagon to here before the carpenter dismantles the wagon.
Once all that's done, push space again for the game to resume. Watch your industrious little Dorfs go to work!
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3 downloadsIdlers are 0. Everyone is busy. Hurrah! An industrious Dorf is a happy Dorf.
Ok, pretty much those basics will see you through. The only other things to mention are Dorf job management, and buildings and building management.
Dorfs
Two things to consider here. First is how to assign jobs or see which dorf is doing what. Push j and you'll see a summary of your dorfs. Push m to go into the manager and type FISH. Choose catch live fish and select a number. This will be entered into the job list and the fisher dwarf will get right on it. The other thing to consider is to push v, move the yellow cross near to each dorf. This gives you info on the dorfs attitude, what he's carrying and what he's allowed to do. Push p and then l. A list will be presented for that dorf, and you can choose what that dorf should be allowed to do. Find your miner (move the yellow x with cursor keys) and turn off everything in the list (use +- to go up down list and Enter to select\deselect) except mining. That dorf needs to be focused. If at any time you spot your Mechanic hauling stone or other items instead of making switches or traps, this is where you can tell him what to do or not to do.
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3 downloadsBuildings
You have 3 dorfs that require a workshop before they can use their skills, the Mason dorf, the Carpenter Dorf and the Mechanic Dorf. Get your miner to dig out a room. Once done push b, then w and choose the Mason workshop and place it one corner of the room. Do the same with the carpenters workshop and put it in the other corner. Inbetween assign a furniture stockpile. To assign jobs to each workshop push q (like with the wagon) and highlight the workshop and the push a, and choose what you want to make. Might be furnitire or it might be a component. For example, assign the Carpenter to make a bucket and the Mason to make a block. You now have the parts required to build a well, water to supplement the booze.
7buildings.png 88.3K
3 downloadsThat's it. You've learned the basic principles to play the game. Your next priority is to set up a farm, which is very much like setting up a workshop or a stockpile. Read the wiki to find out how.
Build your dorfs a barracks and fill it with beds so they don't have to sleep on the ground. Build them a dining room with tables and chairs so they don't have to eat on the floor. And so on.
All that you will need now is the wiki, both the new one and the one that's been archived, which are here.
New: http://www.dwarffort...x.php/Main_Page
Archived: http://archive.dwarf...x.php/Main_Page (this may contain information that is now incorrect)
One final thing to remember. The aim of the game at the beginning is to survive. Odds are you will lose and your dorfs will die. However, you will learn and try again. Losing is fun! Remember that; and remember that they are your dorfs and you should get attached to them as the game goes on. Love them. Laugh with them and cry with them. They are your children and they depend on you. No pressure. Remember that.
Now go: STRIKE THE EARTH!




