• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:51
CET 01:51
KST 09:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC29[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Greetings.. Dark completes military service, returns to SC2 No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BW General Discussion Recommended BW Settings for Mouse and Video List of top players active on ShieldBattery Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[BSL23] Ro16 Group A - Saturday 21:00 CET [$1250] International ShieldBattery League [Megathread] Daily Proleagues Bisu's Team vs Shuttle's Team 2026-11-14
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13463 users

Dwarf Fortress - Addiction in ASCII - Page 19

Forum Index > General Games
Post a Reply
Prev 1 17 18 19 20 21 75 Next
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
May 31 2011 19:10 GMT
#361
On June 01 2011 03:47 Razith wrote:
The problem for me starting this game is I don't know what skills to give the dwarves or what items to take.

Is one of the premade starts good to use? or can one you suggest what skills to get / items to take?

I usually have this setup:

Military commander - 4 leader, 4 dodge, 2 desirable weapon skill
Expedition leader - 2 negotiations, 1 bookkeeping, 1 organizer, 1 record keeper, 5 surgery
Miner - 3 mining
Farmer - 3 plant growing
Mason - 2 masonry
Quality crafter - 5 weaponsmithing, 3 gemcutting
Joe schmoe - nothing.

I usually arrange early jobs like this
Military commander - Mining
Expedition leader - Carpentry, all Doctor jobs
Miner - Mining
Farmer - Plant Growing, Plant Gathering
Mason - Masonry, Stone Engraving
Quality Crafter - Weaponsmith, Gemcutter, Gemsetter, Mechanic, Cook
Joe schmoe - Brewing, Wood Burning, Architech, Wood Cutter


Savior broke my heart ;_; || twitch.tv/onnings
Logo
Profile Blog Joined April 2010
United States7542 Posts
May 31 2011 19:12 GMT
#362
On June 01 2011 03:31 Ulfsark wrote:
Show nested quote +
On June 01 2011 02:33 Jotoco wrote:
I just received my first immigrants, and they are at the edge of the map, doing nothing.

They didn't even try to reach the camp!

THere is a river in between us, is that the problem? How do I solve it? Dig under it? It may take a LONG while.

I made sure their labors are correctly assigned, and everything.

HELP!




I think you need to set a table in your dining room as a meeting place, I may be wrong though.

Edit: you figured it out nvm.


If you don't set a meeting place like that your caravan serves as the meeting place so they'll do something at least, just maybe not what you want.
Logo
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
May 31 2011 19:16 GMT
#363
On June 01 2011 03:54 Razith wrote:
Show nested quote +
On June 01 2011 03:51 Jotoco wrote:
On June 01 2011 03:47 Razith wrote:
The problem for me starting this game is I don't know what skills to give the dwarves or what items to take.

Is one of the premade starts good to use? or can one you suggest what skills to get / items to take?


I used the 2011 one, and watched the video tutorial, even then I am overwhelmed by the amount of stuff.

It is a lot easier now, but still it can get confusing as hell.

But! I have FOOD!, I started crafting stuff and am generally well. I need to train a military, but already have some fortifications, which is nice, but I don't know if they will last me an attack.


Well I just mean how many miners, growers, leaders, crafters etc to take and what items are good to take.

When you say the 2011 one what do you mean? is that one of the preset options?


Well i always take about 1/4th of my population to just haul stuff. rest is a bit open to interpretation. When you are digging out a great part of your fort you obviously want miners. When you are in a food crisis you get farmers/gatherer/hunter/fisher etc.
Battle.net 2.0 is a waiter and he's a dick
silent_marauder24
Profile Joined June 2010
Canada24 Posts
Last Edited: 2011-06-01 00:41:58
May 31 2011 20:48 GMT
#364
On June 01 2011 02:33 Jotoco wrote:
I just received my first immigrants, and they are at the edge of the map, doing nothing.

They didn't even try to reach the camp!

THere is a river in between us, is that the problem? How do I solve it? Dig under it? It may take a LONG while.

I made sure their labors are correctly assigned, and everything.

HELP!


--Edited Out-- was giving misinformation.
tnkted
Profile Blog Joined September 2010
United States1359 Posts
May 31 2011 20:58 GMT
#365
Ok, for starting jobs heres my system:

I break down the possible skill sets into the following catagories based on how often you need that particular job in the early game. If you have a miner who is also a carpenter, that miner will be both making beds and mining and his effective usefullness will get cut in half.

Primary jobs:
1. miner
2. mason
3. carpenter
4. woodcutter
5. fisherman
6. herbologist

secondary jobs:
1. grower (you can probably get away without a grower, i just like to have the extra boost on my farms in the early game)
2. brewer
3. stonecrafter
4. chief medical dwarf (give him one of each medical labors)
5. Armor/weaponsmith (it takes SOOO LONG to level these skills up, if you start with them leveled up you can save yourself a ton of wasted metal later)

I make sure that each of my dwarves has a primary and a secondary job. Generally speaking I like to have 2 dwarves with mining, two with masonry (if i anticipate building walls early, otherwise I get an armorsmith), two with growing, one brewer, one fisherman, one stonecrafter, and I find useful stuff for the leftovers.

I don't believe in getting military dwarves early unless i'm embarking in the middle of a goblin ocean. You have plenty of time to get some traps set up if you're really afraid of getting attacked. And starting with military dwarves is a waste of skill space IMO, since it is much easier to set your dwarves to train military stuff than it is to get them to train, say, stonecrafting.

I also don't believe in putting any points in appraiser, since its such an easy skill to level up. If you want to know the prices for items when the caravan shows up, just trade a few smaller things for a piece of wood or somethinga nd you'll level up to a level that lets you see prices. Putting stuff in appraiser is useless.

Actually, pretty much all of the leadership skills are useless. They are all so easy to train its not even funny.


As for stuff that I take, I generally get rid of one of my axes and the anvil. Thats usually enough to get my skills off, and if it isn't I take off a few crutches or buckets (make sure you keep at least one bucket/rope though, so you can make a well later without having to trade anything or waste time getting your cloth industry going). Then I make sure I get 2 dogs (one male, one female) and if there is a lot of pasture available, I'll get some hens and a rooster, and maybe a cat. Cats breed really quickly and hens lay eggs which you can either let hatch or eat. If you let them hatch you'll get a TON of chicks REALLY quickly and chicks grow into hens, which you can then either eat or let them make MORE hens... its up to you. If you are in a low-grass environment, a pair of goats might be better since you can milk them.

Any questions?
'I think "tnkted" may have justified this entire thread.' - Mjolnir
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
May 31 2011 21:22 GMT
#366
I tried a new fortress with a single dwarf with some weapon skills, and some weapons/armor to go with it (since I normally skimp on everything and rely on building it myself, I had enough cash to swing a full copper armor set at the beginning).

It's so nice to be able to kill a bunch of dumbass wildlife with ease early on, or kill any pests/thieves that show up early. And when he's off duty, I just have him lug stuff around, so it's not like it's a complete waste imo.

I'm going to start doing that more often.

Unfortunately, I ended up dying anyways. I forgot to set my farms to actually start producing crops, and I eventually hit the "downward spiral" tantrum..... fml.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
silent_marauder24
Profile Joined June 2010
Canada24 Posts
May 31 2011 21:30 GMT
#367
On June 01 2011 06:22 Impervious wrote:
I tried a new fortress with a single dwarf with some weapon skills, and some weapons/armor to go with it (since I normally skimp on everything and rely on building it myself, I had enough cash to swing a full copper armor set at the beginning).

It's so nice to be able to kill a bunch of dumbass wildlife with ease early on, or kill any pests/thieves that show up early. And when he's off duty, I just have him lug stuff around, so it's not like it's a complete waste imo.

I'm going to start doing that more often.

Unfortunately, I ended up dying anyways. I forgot to set my farms to actually start producing crops, and I eventually hit the "downward spiral" tantrum..... fml.....


A good oh shit response to not having food/drink is to start killing off livestock. I generally butcher the animals which can not breed, as they randomly give you some at the beginning. Or to set everyone to be able to gather plants ("Plant Gathering" labour) and to just gather plants en masse. If there is water on the level your dwarves will drink it to survive although they will work slower and slower without booze, as that is the only reason for a dwarf to live.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
Last Edited: 2011-05-31 21:35:35
May 31 2011 21:30 GMT
#368
For people having trouble with food, try embarking with some egg-laying fowl. Just bring 5 turkey hens and optionally a turkey rooster, if you want to breed em'. Just make sure you pasture them on some nest boxes in a safe place and they will produce food for you forever, I'm pretty sure they don't even eat.

Of course, actually having them breed can cause an event similar to a catsplosion. So, you may want to be cautious with population control. Eggs are great though, and your chef can train on them basically for free until he is making stacks of food worth like 5000+ each.

On June 01 2011 05:58 tnkted wrote:
Primary jobs:
1. miner
2. mason
3. carpenter
4. woodcutter
5. fisherman
6. herbologist

secondary jobs:
1. grower (you can probably get away without a grower, i just like to have the extra boost on my farms in the early game)
2. brewer
3. stonecrafter
4. chief medical dwarf (give him one of each medical labors)
5. Armor/weaponsmith (it takes SOOO LONG to level these skills up, if you start with them leveled up you can save yourself a ton of wasted metal later)

What's your skill points distribution like?

I find that it's really much easier to give the skills like miner, woodcutter, and fisherman only 1-2 points each. Actually, even if miners go very slowly at first they do not leave behind stones, which usually you will have to haul away in the beginning since you are mainly looking for space. Having two miners with only 1 point each in mining really leaves space for some good backup skills. Then again, doing so is only essential in the most harsh embarks. Usually you don't have a critical need for 3-4 point medical skills right away, and can rely on training or migrants if you are lucky.
[SECRET FONT] "Dragoon bunker"
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
May 31 2011 21:33 GMT
#369
On June 01 2011 06:30 silent_marauder24 wrote:
Show nested quote +
On June 01 2011 06:22 Impervious wrote:
I tried a new fortress with a single dwarf with some weapon skills, and some weapons/armor to go with it (since I normally skimp on everything and rely on building it myself, I had enough cash to swing a full copper armor set at the beginning).

It's so nice to be able to kill a bunch of dumbass wildlife with ease early on, or kill any pests/thieves that show up early. And when he's off duty, I just have him lug stuff around, so it's not like it's a complete waste imo.

I'm going to start doing that more often.

Unfortunately, I ended up dying anyways. I forgot to set my farms to actually start producing crops, and I eventually hit the "downward spiral" tantrum..... fml.....


A good oh shit response to not having food/drink is to start killing off livestock. I generally butcher the animals which can not breed, as they randomly give you some at the beginning. Or to set everyone to be able to gather plants ("Plant Gathering" labour) and to just gather plants en masse. If there is water on the level your dwarves will drink it to survive although they will work slower and slower without booze, as that is the only reason for a dwarf to live.

Except when I play, I give my guys a bunch of commands, then switch to doing something else (letting it pause if something major happens)..... By the time I noticed, I already had a couple of them throwing tantrums and one went berserk and had attacked some of the others.....

When I finished cleaning up that bit of a mess, others were throwing tantrums from having lost loved ones/friends, and the lack of booze wasn't helping. It was over.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
snow2.0
Profile Joined September 2010
Germany2073 Posts
May 31 2011 21:47 GMT
#370
On June 01 2011 05:48 silent_marauder24 wrote:
Show nested quote +
On June 01 2011 02:33 Jotoco wrote:
I just received my first immigrants, and they are at the edge of the map, doing nothing.

They didn't even try to reach the camp!

THere is a river in between us, is that the problem? How do I solve it? Dig under it? It may take a LONG while.

I made sure their labors are correctly assigned, and everything.

HELP!


Rivers are safely crossed no swiming required, the top tile on a river is different and walk able. Ive had it before where the migrants just hung about then I remembered I didnt have a meeting area. Although it fixed when you dug under it and made a path that shouldn't have been the problem.

Reference:
http://df.magmawiki.com/index.php/River
Not true, only brooks can be crossed walking, minor to major rivers all need a bridge or tunnel.
silent_marauder24
Profile Joined June 2010
Canada24 Posts
June 01 2011 00:41 GMT
#371
On June 01 2011 06:47 snow2.0 wrote:
Show nested quote +
On June 01 2011 05:48 silent_marauder24 wrote:
On June 01 2011 02:33 Jotoco wrote:
I just received my first immigrants, and they are at the edge of the map, doing nothing.

They didn't even try to reach the camp!

THere is a river in between us, is that the problem? How do I solve it? Dig under it? It may take a LONG while.

I made sure their labors are correctly assigned, and everything.

HELP!


Rivers are safely crossed no swiming required, the top tile on a river is different and walk able. Ive had it before where the migrants just hung about then I remembered I didnt have a meeting area. Although it fixed when you dug under it and made a path that shouldn't have been the problem.

Reference:
http://df.magmawiki.com/index.php/River
Not true, only brooks can be crossed walking, minor to major rivers all need a bridge or tunnel.

Yes you are right good sir! I even read it before posting and it turns out I cant read.
tnkted
Profile Blog Joined September 2010
United States1359 Posts
June 01 2011 00:45 GMT
#372
On June 01 2011 06:30 Fontong wrote:
For people having trouble with food, try embarking with some egg-laying fowl. Just bring 5 turkey hens and optionally a turkey rooster, if you want to breed em'. Just make sure you pasture them on some nest boxes in a safe place and they will produce food for you forever, I'm pretty sure they don't even eat.

Of course, actually having them breed can cause an event similar to a catsplosion. So, you may want to be cautious with population control. Eggs are great though, and your chef can train on them basically for free until he is making stacks of food worth like 5000+ each.

Show nested quote +
On June 01 2011 05:58 tnkted wrote:
Primary jobs:
1. miner
2. mason
3. carpenter
4. woodcutter
5. fisherman
6. herbologist

secondary jobs:
1. grower (you can probably get away without a grower, i just like to have the extra boost on my farms in the early game)
2. brewer
3. stonecrafter
4. chief medical dwarf (give him one of each medical labors)
5. Armor/weaponsmith (it takes SOOO LONG to level these skills up, if you start with them leveled up you can save yourself a ton of wasted metal later)

What's your skill points distribution like?

I find that it's really much easier to give the skills like miner, woodcutter, and fisherman only 1-2 points each. Actually, even if miners go very slowly at first they do not leave behind stones, which usually you will have to haul away in the beginning since you are mainly looking for space. Having two miners with only 1 point each in mining really leaves space for some good backup skills. Then again, doing so is only essential in the most harsh embarks. Usually you don't have a critical need for 3-4 point medical skills right away, and can rely on training or migrants if you are lucky.

I actually max out on everything. The reason for that is that in the beginning of the game there are only a few jobs that are really done, that of masonry, digging, making food, farming, etc. Your dwarves can only do so much; i would rather have 7 dwarves that can each do 2 things well then 7 dwarves that can each do 4 things decently. But each his own!
'I think "tnkted" may have justified this entire thread.' - Mjolnir
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
June 01 2011 15:03 GMT
#373
On June 01 2011 06:30 Fontong wrote:
For people having trouble with food, try embarking with some egg-laying fowl. Just bring 5 turkey hens and optionally a turkey rooster, if you want to breed em'. Just make sure you pasture them on some nest boxes in a safe place and they will produce food for you forever, I'm pretty sure they don't even eat.

Of course, actually having them breed can cause an event similar to a catsplosion. So, you may want to be cautious with population control. Eggs are great though, and your chef can train on them basically for free until he is making stacks of food worth like 5000+ each.

Show nested quote +
On June 01 2011 05:58 tnkted wrote:
Primary jobs:
1. miner
2. mason
3. carpenter
4. woodcutter
5. fisherman
6. herbologist

secondary jobs:
1. grower (you can probably get away without a grower, i just like to have the extra boost on my farms in the early game)
2. brewer
3. stonecrafter
4. chief medical dwarf (give him one of each medical labors)
5. Armor/weaponsmith (it takes SOOO LONG to level these skills up, if you start with them leveled up you can save yourself a ton of wasted metal later)

What's your skill points distribution like?

I find that it's really much easier to give the skills like miner, woodcutter, and fisherman only 1-2 points each. Actually, even if miners go very slowly at first they do not leave behind stones, which usually you will have to haul away in the beginning since you are mainly looking for space. Having two miners with only 1 point each in mining really leaves space for some good backup skills. Then again, doing so is only essential in the most harsh embarks. Usually you don't have a critical need for 3-4 point medical skills right away, and can rely on training or migrants if you are lucky.


If you have trouble with food just get someone to only grow(farm) and you will drown it it:\
Battle.net 2.0 is a waiter and he's a dick
ChinaWhite
Profile Joined March 2011
United Kingdom239 Posts
June 01 2011 20:05 GMT
#374
Is anyone else ridiculously picky about start sites? I've ben searching for 2 hours now. Now I have a good idea about what makes a good embark area I cant seem to settle for anything less than ideal..... very annoying. Might have something to do with being pillaged by goblins so many times I guess
silent_marauder24
Profile Joined June 2010
Canada24 Posts
June 01 2011 23:10 GMT
#375
On June 02 2011 05:05 ChinaWhite wrote:
Is anyone else ridiculously picky about start sites? I've ben searching for 2 hours now. Now I have a good idea about what makes a good embark area I cant seem to settle for anything less than ideal..... very annoying. Might have something to do with being pillaged by goblins so many times I guess


Ya i'm exactly the same way, it has to have a volcano, mountains to build in, and the land outside of my fort has to be the the same level so that I can see everything in the plains easily. I crank up the number of volcanoes, evil, and rainfall. And still can spend hours looking for an ideal spot. Nothing is worse then getting everything set up in a fort and realising you wish you didn't pick there.
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
June 02 2011 00:33 GMT
#376
On June 02 2011 08:10 silent_marauder24 wrote:
Show nested quote +
On June 02 2011 05:05 ChinaWhite wrote:
Is anyone else ridiculously picky about start sites? I've ben searching for 2 hours now. Now I have a good idea about what makes a good embark area I cant seem to settle for anything less than ideal..... very annoying. Might have something to do with being pillaged by goblins so many times I guess


Ya i'm exactly the same way, it has to have a volcano, mountains to build in, and the land outside of my fort has to be the the same level so that I can see everything in the plains easily. I crank up the number of volcanoes, evil, and rainfall. And still can spend hours looking for an ideal spot. Nothing is worse then getting everything set up in a fort and realising you wish you didn't pick there.

Wow, I feel like I'm way less picky.....

I'm pretty new to the game, but for me, I just want some flux stone, shallow metals (which in combination with flux stone is pretty rare), clay, a source of water (river, ponds, or aquifiers), and a fair amount of trees on the surface.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
June 02 2011 00:50 GMT
#377
On June 02 2011 09:33 Impervious wrote:
Show nested quote +
On June 02 2011 08:10 silent_marauder24 wrote:
On June 02 2011 05:05 ChinaWhite wrote:
Is anyone else ridiculously picky about start sites? I've ben searching for 2 hours now. Now I have a good idea about what makes a good embark area I cant seem to settle for anything less than ideal..... very annoying. Might have something to do with being pillaged by goblins so many times I guess


Ya i'm exactly the same way, it has to have a volcano, mountains to build in, and the land outside of my fort has to be the the same level so that I can see everything in the plains easily. I crank up the number of volcanoes, evil, and rainfall. And still can spend hours looking for an ideal spot. Nothing is worse then getting everything set up in a fort and realising you wish you didn't pick there.

Wow, I feel like I'm way less picky.....

I'm pretty new to the game, but for me, I just want some flux stone, shallow metals (which in combination with flux stone is pretty rare), clay, a source of water (river, ponds, or aquifiers), and a fair amount of trees on the surface.


Same here. If you need a flat surface you can just shave it all offXD
Battle.net 2.0 is a waiter and he's a dick
Stil
Profile Joined January 2011
United Kingdom206 Posts
June 02 2011 01:23 GMT
#378
So long as I have surface water that doesn't freeze or boil away in the first year while I get my water pump stack going I'm happy with most embarks. I've been playing alot with birds - eggs and birdsplosions are pretty imba <3
silent_marauder24
Profile Joined June 2010
Canada24 Posts
June 02 2011 01:32 GMT
#379
On June 02 2011 09:50 Vain wrote:
Show nested quote +
On June 02 2011 09:33 Impervious wrote:
On June 02 2011 08:10 silent_marauder24 wrote:
On June 02 2011 05:05 ChinaWhite wrote:
Is anyone else ridiculously picky about start sites? I've ben searching for 2 hours now. Now I have a good idea about what makes a good embark area I cant seem to settle for anything less than ideal..... very annoying. Might have something to do with being pillaged by goblins so many times I guess


Ya i'm exactly the same way, it has to have a volcano, mountains to build in, and the land outside of my fort has to be the the same level so that I can see everything in the plains easily. I crank up the number of volcanoes, evil, and rainfall. And still can spend hours looking for an ideal spot. Nothing is worse then getting everything set up in a fort and realising you wish you didn't pick there.

Wow, I feel like I'm way less picky.....

I'm pretty new to the game, but for me, I just want some flux stone, shallow metals (which in combination with flux stone is pretty rare), clay, a source of water (river, ponds, or aquifiers), and a fair amount of trees on the surface.


Same here. If you need a flat surface you can just shave it all offXD

It doesn't have to be completely flat, but if the entire map is hills I dont enjoy scrolling through 10 z-axis's to watch my men chase down a harpy.
ShloobeR
Profile Blog Joined April 2008
Korea (South)3851 Posts
June 02 2011 07:15 GMT
#380
oh my god I just got attacked by like 15 elven bowmen, they just shot EVERYTHING D :

when they were near my drawbridge I lowered it and sent my boys charging out and it was horrible... the carnage... so many dead dwarves

but so fun, oh god, exhileration.
: o )
Prev 1 17 18 19 20 21 75 Next
Please log in or register to reply.
Live Events Refresh
BSL
05:00
S23 - Ro16 Group A
TerrOr vs OyAji
UltrA vs Gosudark
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 159
SpeCial 75
StarCraft: Brood War
MaD[AoV]19
Dota 2
420jenkins937
League of Legends
JimRising 1037
Heroes of the Storm
Khaldor198
Other Games
summit1g8988
tarik_tv7034
zeus492
Organizations
Other Games
gamesdonequick2044
[ Show 13 non-featured ]
StarCraft 2
• musti20045 43
• Hupsaiya 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 26
• Pr0nogo 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie964
Upcoming Events
Sparkling Tuna Cup
9h 10m
WardiTV Invitational
11h 10m
IPSL
16h 10m
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
19h 10m
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 9h
soO vs FanTaSy
WardiTV Weekly
1d 11h
Monday Night Weeklies
2 days
PiGosaur Cup
3 days
The PondCast
3 days
GSL
4 days
[ Show More ]
Replay Cast
4 days
KCM Race Survival
5 days
RSL Revival
6 days
BSL
6 days
eOnzErG vs StRyKeR
Cross vs JDConan
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.