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40d Talk:Challenges

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Revision as of 17:51, 9 September 2008 by Shurikane (talk | contribs) (Luxurious Tomb)
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Colorful

This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --G1real 08:43, 27 June 2008 (EDT)

Sparta

"You shouldn't create chainmail or plate armour."
why? --Savok

because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili
from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok
Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --AlexFili 10:39, 9 June 2008 (EDT)
"However, this challenge build is based on 300" No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto
The hell with it. Split off spartans from 300. Juckto 16:55, 14 June 2008 (EDT)
Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --Lowlandlord 01:37, 31 July 2008 (EDT)

No mining

Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge? You're going to need a lot of wood! --Mechturk 17:00, 6 November 2007 (EST)

Some people already are :p --Turgid Bolk 17:44, 6 November 2007 (EST)

Assassination

I tried "Assassination" the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--Smoking Gnu 22:51, 15 December 2007 (EST)

Now do it with 7 untrained dwarves with no armor. --TheUbie 19:30, 29 December 2007 (EST)

Humanlike?

It should be noted that the 'human-like fortress' as described is historically inaccurate. In particular, its either misrepresenting or confusing various details. One major point is that a _castle_ never incorporated a town. There are walled towns and there are castles, but these are entirely different things. A couple of historical periods/styles would lead to the following different suggestions:

(A) Larger (stone) medieval castles sometimes had industry in the bailey. This was often pressed up against the outer wall to save on space and wall building. It was usually militarily useful industry (ie, metalsmithing of various types). Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself. Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.

(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).

(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry. Instead they would have imported everything. The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.

It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person. The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).

(D) A walled town would have no keep. Nobles would not live there. Basically, towns would build a wall around their perimeter for defense. More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth. Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).

Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting. You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.

--Squirrelloid 18:11, 30 April 2008 (EDT)

When did we start trying to make DF fit real-world history?
His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --Edward 18:25, 30 April 2008 (EDT)

Insane Renegade (just a thought)

Well I was thinking something along these lines,

They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,

Description: Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.

~LrZeph~

P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight!

How is this different from Outcast, aside from the RP? --Savok 16:41, 22 June 2008 (EDT)
Oh dear, i missed that one. never mind

~LrZeph~ 15:11 23 June 2008

Dystopian society

Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least "re-educate" any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at Template:Wiki. Thoughts? --Mikaka 04:56, 24 June 2008 (EDT)

That sounds like a good challenge. --Savok 08:24, 24 June 2008 (EDT)

Underwater Building

I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --Anfini 20:36, 19 July 2008 (EDT)
P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.

I recommend either
  1. Don't build it in the ocean.
  2. Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.
  3. Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --Savok 22:45, 20 July 2008 (EDT)
Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out the entire ocean with a bit of skepticism. Is this really possible? --Anfini 22:53, 21 July 2008 (EDT)
Aye, it is. Aside from waves, the "entire" ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --Savok 02:34, 23 July 2008 (EDT)
I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by. I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect. This isn't really an "underwater city" per se, but it's born of the same concept. --Eddie 07:45, 26 July 2008 (EDT)

Dwarf Factory

--Bilkinson 18:12, 28 August 2008 (EDT) Looking to develop this callenge concept:

Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output.

Variants:
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.

Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.

How's it sound?

Luxurious Tomb

Build an extravagant mausoleum for your entire dwarf community. Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it. Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.

Once it's complete, turn your fortress into a ghost town. Remove the designation of all your stockpiles. Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement. Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum. The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.

BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.

BONUS #2: Build the tomb over a chasm. Find a way to drop the whole tomb-building into it once everyone's inside.