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Editing Playstyle challenge
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− | {{Quality| | + | {{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}} |
The following is a list of [[challenge]]s relating to playstyle. | The following is a list of [[challenge]]s relating to playstyle. | ||
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This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants. | This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants. | ||
− | Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood) | + | Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood). |
If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting. | If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting. | ||
− | For either this or the above challenge, you can choose to instead use your points on [[useless crap]] | + | For either this or the above challenge, you can choose to instead use your points on [[useless crap]]. |
=== Stranded Scout Squad === | === Stranded Scout Squad === | ||
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* Embark in the middle of an [[arctic ocean]] | * Embark in the middle of an [[arctic ocean]] | ||
− | A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be | + | A challenge for the ultimate survivalist. The map is devoid of wildlife and contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be the ones you embark with and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here. |
You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath. | You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath. | ||
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==Races== | ==Races== | ||
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* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill. | * Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill. | ||
− | * Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in large pots, so you can sell them your finest liquors for their valuable woodcrafts. | + | * Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts. |
===Humans - Living Large and Standing Tall=== | ===Humans - Living Large and Standing Tall=== | ||
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* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime. | * BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime. | ||
− | ===Hermit | + | ===Hermit=== |
* Spend points ONLY on ONE [[pick]]. | * Spend points ONLY on ONE [[pick]]. | ||
− | A well known and popular challenge. Kill off | + | A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrant]]s as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them. |
'''Variants''' | '''Variants''' | ||
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* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels. | * Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels. | ||
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk. | * ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk. | ||
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