![]() ![]() Then I will send the application to App Store for review and in the meanwhile will complete work on installation instructions and in-game help (remember, there is/will be short help for each screen, building and other gameplay elements). Now I just need to do more testing and fix some non-gameplay related issues like UI on iPad, proper error messages, automatic check for server updates and so on. Also, embarks larger than 5 embark tiles are not supported, and no creature graphics and multi-level rendering, however these are likely to be fixed in first place. Some other minor things may be missing here and there but they should not affect gameplay that much. ![]() In about a season, the 3 captains are around Fighter+2 and Discipline+1. These will be my dwarf captains for raiding. My latest embark combo are 3 dwarfs with Tactician+5, Leather+5. I will have to play with the combo some more. Stockpile settings are somewhat incomplete (third level of settings is not available, whatever it is on it). It seems like Student skill in the initial embark is a good investment. There will be no support for workshop profiles, stockpile-workshop links, hauling side menu, routes creation. (It's not hard to trade for one from the mountainhomes, and I rarely have the ability to have a metal industry anyway.) 80-100 Food Units (Usually 30-50 Plump Helmets,) 100 Booze Units. They may be important for advanced players but anyway I expect there will be bugs and more things I’ve forgotten about, so I will implement remaining features along with bug fixes. coal This gives you a bunch of bronze picks/axes for 87 points. Two copper picks, a wooden training axe, usually an anvil but I've been sacrificing them lately for more embark points. Below is the list of things that will most likely be missing from the first release. My military profile was three dwarves with 5, Teacher 2, Student 2, and Organiser 1, but since hearing about the Fighter skill requirement for sparring I think I'll make it 5, Fighter 3, Teacher 1, and Student 1.I think I’ve finished development of Dwarf Fortress Remote for iOS for now. On the other, having one allows for instant cavern searching and stone generation for those temporary surface workshops. On the one hand, they're expensive compared to a copper bar or copper ore. I've gone back and forth on bringing a pick. Turkey bones also appear right in the butchery and are hauled in a stack of 8 or 9, instead of having to be brought from here and there one at a time. Dwarf 6 in the OP is listed as having Carpentry 5 and being responsible for providing trade goods, but unless you want to churn out cages specifically then Carpentry isn't that useful (side note: bringing one of each kind of milk nets you one barrel per milk type). Turkeys also provide bones and a skull, which you can use for trade goods. not sure if all are like this but one I found was massive so if I had dug elsewhere on my zone I likely would have ran into it anyway. I just dug stairway straight down to bottom and found some that way. To embark, continue with the Fortress mode and choose the location on the map where you want to embark and start your dwarf civilization. If you don't get wagons, you'll get some Appraisal XP from the pack animals, but maybe not the full 500 for Novice. You probably shouldnt get too attached to your layout. ![]() The dwarf who gets the XP is the one trading when you open the trade screen for the first time, and they need to be your broker for the prices to display. You get a chunk of Appraiser skill when the dwarven caravan arrives, assuming your depot has wagon access.
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