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{{Quality|Unrated}}
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{{Quality|Masterwork|16:54, 10 June 2015 (UTC)}}
 
{{D for Dwarf}}
 
{{D for Dwarf}}
 
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[[File:Fun kruggsmash.jpg|thumb|There are three constants in life: death, taxes and losing in ''Dwarf Fortress''.<br><small>''Art by kruggsmash''</small>]]
 
<span style="background-color: #000; color: #0f0; font-family: FixedSys, monospace">Losing is fun!</span>  Either way, it keeps you busy.
 
  
There is no internal end point, single goal, final Easter egg or "You Win!" announcement in ''Dwarf Fortress'', therefore, eventually, almost every fortress will fall. The only ones that don't, tend to be very conservative and very boring—and what fun is that? Thus, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!
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<span style="background-color: #000; color: #0f0; font-family: FixedSys, monospace">Losing is fun!</span>
  
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. ''Dwarf Fortress'' has a steep learning curve (often referred to as a "cliff"), and part of the process (and fun!) is discovering things for yourself.  However, this wiki serves as an excellent place to speed up the learning process.  
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Either way, it keeps you busy.
  
When you lose, you can always [[reclaim fortress mode|reclaim fortress]], or go visit it in [[adventurer mode]].  
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There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring—and what fun is that?  Thus, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!
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Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve (often referred to as a "cliff"), and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.
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When you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].
  
 
If you're looking for more ways to <s>lose horribly</s> test yourself, try either the [[mega construction]] or the [[Challenges]] articles.
 
If you're looking for more ways to <s>lose horribly</s> test yourself, try either the [[mega construction]] or the [[Challenges]] articles.
  
[[File:FunComic.png|thumb|right|An engraving depicting the contrast between ''Dwarf Fortress'' and other games, in terms of difficulty.]]
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[[File:FunComic.png|thumb|right|A comic depicting the contrast between Dwarf Fortress and other games, in terms of difficulty.]]
  
 
== Autopsy, or why your fortress died ==
 
== Autopsy, or why your fortress died ==
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===Dwarf vs. Wild===
 
===Dwarf vs. Wild===
Sometimes the wilds take you out somewhere, somewhen.
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Sometimes the wilds take you out.  
  
 
====Local Wildlife====
 
====Local Wildlife====
 
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the "Others" tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.
 
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the "Others" tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.
  
Consider arming up, and thinning out any predictable threats.
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Consider arming up and thinning out any predictable threats.
  
Outdoor [[titan]]s and other [[megabeast]]s are a later-stage hazard, not to mention [[Werebeast]]s, which turn any dwarves they bite into more of them once a month. While this will not ''directly'' cause you to lose the game (even if every dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[goblin]] siege coincides with a full moon, things could get very fun...
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Outdoor [[titan]]s and other [[megabeast]]s are a later stage hazard. And that's not to mention [[Werebeast]]s, which turn any dwarves they bite into Werebeasts once a month. While this will not ''directly'' cause you to lose the game (even if every Dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[Goblin]] siege coincides with a full moon, things could get very fun...
  
====Underground life====
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====Underground Life====
 
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.
 
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.
Underground Forgotten Beasts are a later-stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention what lies [[HFS|even deeper]]...
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Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention that what lies [[HFS|even deeper]]...
  
 
====Magma and its denizens====
 
====Magma and its denizens====
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home [[fire snake|to]] [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] [[magma man|that]] can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and magma-safe [[bridge]]s can mitigate much of the danger, magma remains a prime source of fun even in experienced fortresses.
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[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and magma-safe [[bridge]]s can mitigate much of the danger, magma remains a prime source of [[fun]] even in experienced fortresses.
  
 
====Evil Biomes====
 
====Evil Biomes====
Evil [[surroundings]] are particularly inhospitable, to begin with.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge, vile weather that makes dwarves caught in it vomit to death, or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.   
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Evil [[surroundings]] are more inhospitable than ever.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge.  Or vile weather that makes dwarves caught in it vomit to death.  Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.   
  
 
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.
 
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.
  
 
===Dwarf vs. Physics===
 
===Dwarf vs. Physics===
Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you, for that matter.
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Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you for that matter.
  
 
===Dwarf vs. You===
 
===Dwarf vs. You===
 
Sometimes you bring it on yourself.  
 
Sometimes you bring it on yourself.  
 
====Curiosity/Boredom====
 
Next time, don’t release so many [[Demon|clowns]]. That self-destruct lever was a mistake.
 
  
 
====No Food====
 
====No Food====
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====No Booze====
 
====No Booze====
Equally as bad (worse) is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often, a shortage of barrels is just as bad as a shortage of beer.
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Equally as bad (worse) is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer.
  
 
====Water====
 
====Water====
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[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.
 
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.
  
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun]], though.
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If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]]
  
 
=====Too Much Water (aka "Flooding accidents")=====
 
=====Too Much Water (aka "Flooding accidents")=====
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 cardinal ones as well as down, and up to the level of its source.)  
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The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as down, and up to the level of its source.)  
  
 
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.
 
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.
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If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.
 
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.
  
Sometimes, a fortress is flooded with [[magma]].  This is even more fun, and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.
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Sometimes, a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.
 
 
Some overseers have had luck turning around bad accidents rather quickly by using a single pillar cave-in to block off the source of the water.  This can usually be done quick enough that the water will spread, disperse and evaporate in your lower levels.  Then you can work to plan better the next time you release the waters.
 
  
 
==== Inability to mine ("Diggor Mortis") ====
 
==== Inability to mine ("Diggor Mortis") ====
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Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''
 
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''
  
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items; like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.
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Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.
  
 
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.
 
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.
  
If you have [[battle axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], but that's for those <s>filthy nature loving hippies</s> [[elves]].
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If you have [[battle axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something.
  
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.
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Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.
  
 
See also: [[Arms industry]]
 
See also: [[Arms industry]]
  
 
===Dwarf vs Society===
 
===Dwarf vs Society===
Dwarves, just like humans, live in a society.  It's always the others in that society that are the problem...
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Sometimes your traditions and morals conspire. Hell Is Other Dwarves?
  
 
====General Unhappiness====
 
====General Unhappiness====
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If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.
 
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.
  
Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the [[hammerer]] may kill the former tantrum-throwers, starting another tantrum because of their deaths.
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Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammerer may kill the former tantrum throwers, starting another tantrum because of their deaths.
  
 
====Mandates====
 
====Mandates====
 
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.
 
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.
  
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a [[cave in]] killing your miner (If you're not paying attention!) running into [[Underworld|HFS]], or accidentally mining out a new tunnel to the surface that you don't close, letting in a horde of goblins.
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Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a cave in killing your miner (If you're not paying attention!) running into HFS, or accidentally mining out a new tunnel to the surface that you don't close, and lets in a horde of goblins.
  
 
====Failure of a [[strange mood]]====
 
====Failure of a [[strange mood]]====
Any dwarf that was unable to complete a [[strange mood]] will go [[insanity|insane]]. While the insanity inevitably leads to the [[death]] of a dwarf, an insane dwarf sometimes goes [[berserk]] and poses a threat to the rest of the fortress. Quite <s>dangerous</s> Fun if the fellow is a [[soldier]]; they may wreak havoc chopping everyone with their [[item quality|☼]][[steel]] [[battle axe]][[item quality|☼]]. Or just trigger a [[loyalty cascade]].
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Any dwarf that was unable to complete a [[strange mood]] will go [[insanity|insane]]. While the insanity inevitably leads to the [[death]] of a dwarf, an insane dwarf sometimes goes [[berserk]] and poses a threat to the rest of the fortress. Quite <s>dangerous</s> Fun if the fellow is a [[soldier]]; he may wreak havoc chopping everyone with his [[item quality|☼]][[steel]] [[battle axe]][[item quality|☼]]. Or just trigger a [[loyalty cascade]].
  
 
====Supernatural Rogues====
 
====Supernatural Rogues====
There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A [[werebeast]] raid can not only bring trouble if you're lacking a military, but their cursed bites can make more of their kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when they suddenly turn into a ravenous monster at the full moon, and start killing everything around them.  
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There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A werebeast raid can not only bring trouble if you're lacking of a military, but its cursed bite can make more of its kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him.  
  
[[Vampire]]s are a much more insidious threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.
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Vampires are a much more insidious threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.
  
 
===Dwarf vs Goblins, Humans, Elves...===
 
===Dwarf vs Goblins, Humans, Elves...===
Seizing goods from a friendly caravan will often lead to large shipments of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you.  
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Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you.  
  
 
====Ambush====
 
====Ambush====
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====Hidden Fun Stuff====
 
====Hidden Fun Stuff====
  
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of fun, [[Underworld|HFS]] has been the downfall of many a fortress.
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Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of fun, HFS has been the downfall of many a fortress.
  
 
===Dwarf vs. Player ===
 
===Dwarf vs. Player ===
 
====Modding====
 
 
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.
 
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.
 
====Faulty Drawbridge====
 
Next time, don't forget to link your master drawbridge to that lever in your meeting hall. Takes two seconds.
 
  
 
===Dwarf vs. Computer===
 
===Dwarf vs. Computer===
Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of ''Dwarf Fortress'' in init.txt.
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Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many Dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of Dwarf Fortress in init.txt.
  
 
====Have I Won Yet?====
 
====Have I Won Yet?====
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== Winning ==
 
== Winning ==
{{D for Dwarf}}
 
  
Despite the common knowledge that no one can win ''Dwarf Fortress'', this is actually false. There are numerous ways to win the game, and all are equally <s>Fun</s> rewarding. The "You won the game" screen is in fact <s>Your fortress has crumbled to its end</s> a well hidden easter egg.
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Despite the common knowledge that no one can win Dwarf Fortress, this is actually false. There are numerous ways to win the game, and all are equally <s>Fun</s> rewarding. The "You won the game" screen is in fact <s>Your fortress has crumbled to its end</s> a well hidden easter egg.
  
Here's a few ways to win at ''Dwarf Fortress'':
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Here's a few ways to win at Dwarf Fortress:
  
 
*Having every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.
 
*Having every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.
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*Have every single dug tile filled with 7/7 [[magma]]
 
*Have every single dug tile filled with 7/7 [[magma]]
  
*All your dwarves throwing a [[tantrum]] at the same time (note: the game doesn't register the deed if you have fewer than 20 dwarves)
+
*All your dwarves throwing a [[tantrum]] at the same time (note: the game doesn't register the deed if you have less than 20 dwarves)
  
 
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.
 
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.
Line 195: Line 186:
 
*Kill all those f'ing elephants.
 
*Kill all those f'ing elephants.
  
*Get put in the [http://www.bay12forums.com/smf/index.php?topic=168375.0 Hall of Legends].
+
*Get put in the [http://www.bay12forums.com/smf/index.php?topic=41896.0 Hall of Legends].
  
 
*Have a quarter of your dwarves (you must have at least 60) simultaneously be [[berserk]], [[vampires]], and armed with [[War hammer|war hammers]].
 
*Have a quarter of your dwarves (you must have at least 60) simultaneously be [[berserk]], [[vampires]], and armed with [[War hammer|war hammers]].
Line 201: Line 192:
  
 
{{Category|Guides}}
 
{{Category|Guides}}
[[ru:Losing]]
 

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