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Editing 40d Talk:Challenges

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==Prison Complex==
 
The idea is to build a large detention centre for the Mountainhomes.
 
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.
 
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.
 
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.
 
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.
 
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.
 
Prisoners may also work on crafting items for the guards to trade.
 
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!
 
 
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.
 
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.
 
Also, this is my first post on these pages, so hope I'm doing it right. :)
 
 
Bonus: Imprison everyone who comes in, goblins, elves, nobles...
 
 
 
==Colorful==
 
==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) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)
 
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) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)
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:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)
 
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)
 
::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)
 
 
::: How did you get it to work?  I've tried starting with goblins and they are always "friendly" on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)
 
::::Unless you're actually at war with the goblins, they'll always be 'friendly' when there's a tower nearby.  Bug, I think. --22:57, 17 May 2009 (UTC)
 
  
 
== Humanlike? ==
 
== Humanlike? ==
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:When did we start trying to make DF fit real-world history?
 
: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. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)
 
: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. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)
 
Changed "only carve larges (at least 2 tiles) tunnels" to "only carve large (at least 2 tiles) tunnels" --[[User:Wavecutter|Wavecutter]] 19:14, 6 October 2009 (UTC)Wavecutter
 
:You don't have to explain the edits you make on pages, especially not these small grammatical corrections. We can easily compare the current to the last version via [[Special:RecentChanges|Recent changes]] or the like. For small comments on editing use the '''Summary:''' bar on the bottom of the page. --[[User:Pugi|Pugi]] 21:19, 6 October 2009 (UTC)
 
  
 
== Insane Renegade (just a thought) ==
 
== Insane Renegade (just a thought) ==
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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.
 
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.
  
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]</small>
+
~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 [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)
 
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)
  
::Oh dear, i missed that one. never mind <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]</small>
+
:: Oh dear, i missed that one. never mind
 +
 
 +
~LrZeph~ 15:11 23 June 2008
  
 
== Dystopian society ==
 
== 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 [[wikipedia:Dystopia|Dystopia]]. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)
+
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 {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)
  
 
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)
 
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)
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::::: 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.  --[[User:Eddie|Eddie]] 07:45, 26 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.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)
 
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)
 
 
 
I just wanted to announce that I am now taking on this megaproject. My plan is to first set up a small fortress in a sandy area. I am then going to move into my ocean, probably using the screw pump drain-the-ocean plan EDIT: Oh god that's hard to drain the ocean. I have a new plan! I've been designing (paper and pencil, no less!) a fortress designed to be installed into a dwarf-made cavern. Then filled with liquid hot magma. The basic plan is to dig out a big old cavern, install walls to seal it up, and let the magma fly! --[[User:Waladil|Waladil]] 03:23, 10 January 2010 (UTC)
 
  
 
== Dwarf Factory ==
 
== Dwarf Factory ==
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:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)
 
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)
 
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)
 
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)
 
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)
 
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)
 
 
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)
 
 
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)
 
 
==Genesis==
 
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?
 
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)
 
 
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)
 
 
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves. 
 
 
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.
 
 
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.
 
 
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.
 
 
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)
 
 
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)
 
 
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.
 
 
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.
 
 
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize. 
 
 
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.
 
 
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)
 
 
:Is there a way to disable other dwarf civilizations from existing? I've been looking around world generation and stuff but I can't seem to find a way to do so. Closest I found is making minimum savagery 66 but it rejects the worlds without Dwarfs it seems. --[[User:Doodle|Doodle]] 14:14, 17 May 2009 (UTC)
 
 
==Noblesse requis==
 
 
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)
 
 
:Sure &ndash; it's a wiki, after all. You can edit the pages yourself!
 
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)
 
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)
 
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)
 
 
== Magma/Lava Waterfall ==
 
 
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)
 
 
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves & ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.
 
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)
 
 
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)
 
 
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)
 
 
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)
 
 
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)
 
 
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)
 
 
== "Real time" challenge talk ==
 
 
1) As mentioned in the challenge, opening any menu pauses the game
 
 
2) "You have struck Alunite!"  Anyone else get this message and a pause every 5 minutes?
 
 
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.
 
 
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)
 
 
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)
 
 
== Hermit Challenge ==
 
 
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.
 
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)
 
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)
 
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)
 
 
== The Great Wall of [Kingdom] ==
 
 
Here's an interesting challenge:
 
 
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!
 
 
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.
 
 
* BONUS: Build it right next to a goblin lair.
 
* BONUS: Build it all using only wood.
 
* BONUS++: Build it all using only soap!
 
 
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)
 
 
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to "assist" with the completion of the wall.
 
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)
 
 
::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)
 
 
:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)
 
 
== Pave the World? ==
 
 
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)
 
 
Unfortunately, Unless you time it right, you will get one flat layer of obsidian with all the water under it; the obsidian doesn't jump straight to the bottom. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 17:26, 16 May 2009 (UTC)
 
 
:So if the water reaches the edge, and it drains, you're left with a layer of obsidian sitting on air?  I can't really think of a use for something like that, but it sounds incredibly awesome anyway.  --[[User:Smartmo|Smartmo]] 19:03, 16 May 2009 (UTC)
 
 
::New Idea - Cloud City. Create a floating layer of obsidian, then build your civilization on top. - EricDerKonig
 
 
== Rewrite ==
 
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.
 
 
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the "flavor text". [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)
 
 
 
== College ==
 
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.
 
 
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.<br />
 
Minor bonus: Hold keger parties each night.<br />
 
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.<br />
 
Bonus +: Engligthen other races.<br />
 
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)
 
: How does one "enlighten" other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo
 
:: By locking them in a cage and forcing them to attend lectures 24/7. Alternatively, make goblins, etc. tameable (will this work?) - EricDerKonig
 
 
== Water Park challange ==
 
 
Try to make a bunch of pools and somehow keep the water level always at 4/7 so they wont drown. Then set the pools as meeting areas so all of your dwarves will go there and eventually everyone will be legendary swimmers
 
 
bonus: somehow make waterslides
 
 
bonus: make it outside so your dwarves will be tan
 
 
bonus: pave it with gold
 
 
bonus: make a sauna using steam from lava and water colliding
 
 
how does this sound as a challenge. If you can get it to work all of your peasants will get stats from the swimming skill making them easier to train in something useful.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 16:08, 28 June 2009 (UTC)
 
 
== Splitting Article? ==
 
 
I was thinking this article is getting cumbersome. Would anyone else think splitting this into "Challenges" and "Projects" is a good idea? Then we can work on getting each one organized in their own way. We can find an easier way to sort them and keep redundant ideas from cluttering up the place.--[[User:Detinith]] 01:01, 1 July 2009 (ETC)
 
 
:There is a page for [[Stupid_dwarf_trick|stupid dwarf tricks]]... --[[User:MoQ|MoQ]] 21:30, 1 July 2009 (UTC)
 
  
== Heaven ==
+
== Ceremonial Sacrifices ==
  
I just added the Heaven bit, and I wanted to point out a few things, for clarity's sake.
+
Build an amazingly complex or spectacular killing device.  A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm?  Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.
Magma death for crime: send them to hell. The King represents God, and I liked the idea of his son (Jesus) being sacrificed to the hordes. I feel that it's kinda what was supposed to have happened. I am actually not a Christian, and so if I missed an important point or you feel my interpretation is inaccurate, then feel free to tell me about it. Here's my e-mail:
 
  
----
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Do not kill any of your invaders.  Capture them using cage traps, and them set them off in your device.  Keep a record of the number of victims you drop into it.
Not sure if this has a place in the article, but it fits, so: reproduce http://irregularwebcomic.net/1455.html --[[Special:Contributions/92.202.228.214|92.202.228.214]] 10:33, 17 January 2010 (UTC)
 

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