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Editing 40d:Challenges

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Bonus
 
Bonus
 
* Embark in a desert, so only hunting and (aquifier) fishing.
 
* Embark in a desert, so only hunting and (aquifier) fishing.
** Extra Points: Don't fish in the aquifier. How could the turtles get there anyway?
+
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?
 
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.
 
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.
 
*** Extended version: Fill the pyramid with magma!
 
*** Extended version: Fill the pyramid with magma!
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* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)
 
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)
 
* Coins are forbidden
 
* Coins are forbidden
* Be aware that nobles are to be considered part of the "bourgeoisie" and [[Unfortunate accident|dealt with]] immediately
+
* Be aware that nobles are to be considered part of the "bourgeoisie" and [[Unfortunate accident|dealt with]] immeadiatly
  
 
===Couples only===
 
===Couples only===
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*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.
 
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.
 
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)
 
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrödinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).
+
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).
  
 
===Dwarf like an Egyptian===
 
===Dwarf like an Egyptian===
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** And then another one on the upside-down one.
 
** And then another one on the upside-down one.
  
*When the time has come, or when your fortress is about to be destroyed by a siege etc. perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.
+
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.
  
 
===Graveyard Master===
 
===Graveyard Master===
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===Land battleship===
 
===Land battleship===
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (i.e. cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.
+
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.
  
 
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)
 
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)
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*BONUS: Make a removable [[ramp]] for boarding.
 
*BONUS: Make a removable [[ramp]] for boarding.
 
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.
 
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.
*BONUS+: Make it totally self-sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self-sufficiency.)
+
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)
 
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''
 
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''
 
*BONUS+: Make it all out of [[steel]].
 
*BONUS+: Make it all out of [[steel]].
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===The Great Wall of Urist===
 
===The Great Wall of Urist===
 
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.
 
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.
* BONUS: Make it block the <s>Mongols</s> goblins out of your half of the map.
+
* BONUS: Make it block the <s>mongols</s> goblins out of your half of the map.
 
* BONUS: Make it out of obsidian.
 
* BONUS: Make it out of obsidian.
 
**BONUS+: Embark on a map without obsidian.
 
**BONUS+: Embark on a map without obsidian.
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As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.
 
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.
  
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in exactly the same dimensional criteria as above.
+
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.
  
 
===Statue of greatness===
 
===Statue of greatness===
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BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br />
 
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br />
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Deity as your population.<br />
+
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.<br />
 
BONUS: Make Heaven 10 stories above the ground<br />
 
BONUS: Make Heaven 10 stories above the ground<br />
 
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br />
 
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br />
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=== City of Ember ===
 
=== City of Ember ===
 
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
 
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
# Mine out a massive cavern multiple z-layers high, and build a human-style city underneath it instead of carving out various chambers.
+
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.
 
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.
 
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.
 
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.
 
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.

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