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Editing Playstyle challenge
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{{av}} | {{av}} | ||
− | {{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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* 1 anvil | * 1 anvil | ||
* 1 copper ore | * 1 copper ore | ||
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− | Nothing else. From that alone, forge your axe | + | Nothing else. From that alone, forge your pick and axe. Real dwarves won't need to peek... |
{{Spoil small| | {{Spoil small| | ||
* Deconstruct the initial wagon for the 3 wood it provides. | * Deconstruct the initial wagon for the 3 wood it provides. | ||
− | * Build a wood furnace with the | + | * Go into the Status->Stone screen and allow your copper ore as building material |
− | * Make | + | * Build a wood furnace with the copper nugget |
+ | * Make 1 ash and 2 charcoal from the wood. | ||
* Deconstruct the wood furnace. | * Deconstruct the wood furnace. | ||
− | * Build a smelter. | + | * Build a smelter with 1 ash ''(a fire-safe "bar")''. |
* Smelt the nugget into 4 copper bars using 1 charcoal. | * Smelt the nugget into 4 copper bars using 1 charcoal. | ||
− | * Build a metalsmith's forge with 1 anvil and 1 copper bar | + | * Build a metalsmith's forge with 1 anvil and 1 copper bar. |
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* Forge a battle axe using 1 copper bar and 1 charcoal. | * Forge a battle axe using 1 copper bar and 1 charcoal. | ||
− | ... and proceed as normal | + | * Chop some trees. |
− | + | * Construct a wood furnace with a copper bar. | |
− | + | * Make more charcoal. | |
+ | * Forge a pick. | ||
+ | ... and proceed as normal.|Step-by-step}} | ||
− | + | ===Peasantry=== | |
+ | * Spend 0 Points on embark | ||
− | + | 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. | |
− | + | 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). You don't need a trade depot if ''something'' happens to a caravan that carries a pick. | |
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− | 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). | ||
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=== 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 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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=== Hobbiton === | === Hobbiton === | ||
− | Forget about deep-delving adventures and | + | Forget about deep-delving adventures and armoursmithing. You're playing hobbits. |
* You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort. | * You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort. | ||
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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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* Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners. | * Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners. | ||
* BONUS: Leave those pesky nobles walled in as you tunnel away from them! | * BONUS: Leave those pesky nobles walled in as you tunnel away from them! | ||
− | * BONUS: Leave stockpiles of | + | * BONUS: Leave stockpiles of armour and weapons for any future diggers to find! |
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | * MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | ||
* MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves. | * MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves. | ||
=== Kill demons === | === Kill demons === | ||
− | Try to kill as many | + | Try to kill as many demons as possible. Use siege-engines and fortifications. Remember that collapsing caves (use supports) kills everything. |
*RipandTearBonus: Mod in Doomguy and/or a BFG. | *RipandTearBonus: Mod in Doomguy and/or a BFG. | ||
− | === | + | ===Eskimo=== |
− | Live like the | + | Live like the Eskimo! Only try if you are an expert |
* Embark somewhere with tundra or glacial biome. | * Embark somewhere with tundra or glacial biome. | ||
* Lot of fishermen, hunters and only a few diggers. | * Lot of fishermen, hunters and only a few diggers. | ||
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===Amazon dwarves=== | ===Amazon dwarves=== | ||
− | *Kill or lock | + | *Kill or lock in somewhere all male dwarves, kids are allowed until they grow up. |
*BONUS: military use only bows and spears. | *BONUS: military use only bows and spears. | ||
− | * | + | *DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead |
Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed. | Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed. | ||
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===Dwemer City-State=== | ===Dwemer City-State=== | ||
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*Modding BONUS: Mod the raws and actually embark as humans. | *Modding BONUS: Mod the raws and actually embark as humans. | ||
*Naming BONUS: Name the fort 'Tombstone'. | *Naming BONUS: Name the fort 'Tombstone'. | ||
− | *Modding BONUS: Mod the raws to make | + | *Modding BONUS: Mod the raws to make sentinents butcherable, cause a food shortage and attempt to recreate the Donner Party. |
*Modding BONUS: Add dysentery. | *Modding BONUS: Add dysentery. | ||
*Mega Modding BONUS: Add guns and bullets of some sort. | *Mega Modding BONUS: Add guns and bullets of some sort. | ||
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===Aliens vs Predator=== | ===Aliens vs Predator=== | ||
− | + | Rise a civilization just to hunt [[demon]]s. | |
*Nothing to specify about preparation and early game. | *Nothing to specify about preparation and early game. | ||
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice. | *Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice. | ||
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===Orzammar=== | ===Orzammar=== | ||
*settle into a large mountain range. | *settle into a large mountain range. | ||
− | *have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no | + | *have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no labours activated. |
− | *each caste is one main | + | *each caste is one main labour, for example: masonry is a caste, but engraving isn't and is instead included in the masonry caste. There is a farmer caste, but no cook caste. That is included in farming. Mining is a caste in itself. |
*young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste. | *young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste. | ||
*build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves. | *build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves. | ||
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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 [[ | + | * 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|immigrants]] 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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***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated. | ***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated. | ||
− | ===Master | + | ===Master Of One=== |
Pre-Embark: | Pre-Embark: | ||
* All starting dwarves must have only one skill | * All starting dwarves must have only one skill | ||
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*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | *Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | ||
− | ===Urist of All Trades, Master | + | ===Urist of All Trades, Master Of None=== |
− | Opposite of "Master | + | Opposite of "Master Of One" above.<br><br> |
Pre-Embark: | Pre-Embark: | ||
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice). | * You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice). | ||
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* One dedicated Butcher+Tanner | * One dedicated Butcher+Tanner | ||
* Minimal supplies and skills, so you can bring... | * Minimal supplies and skills, so you can bring... | ||
− | * As many puppies and kittens | + | * As many puppies and kittens you can afford |
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden | * All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden | ||
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* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else | * BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else | ||
* MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful | * MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful | ||
− | * | + | * GAMEOFTHRONESBONUS: Rebuild Castle Black and have everything within the castle. |
===The World is Flat=== | ===The World is Flat=== | ||
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** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ||
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking. | * BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking. | ||
− | * BONUS: Live underground in the caverns. Create | + | * BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms |
===Cave Men=== | ===Cave Men=== | ||
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* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles). | * Beds can only be designated as barracks or a dormitory, 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 | + | * Be aware that nobles are to be considered part of the "bourgeoisie" and [[Unfortunate accident|dealt with]] immediately. |
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it. | * Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it. | ||
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them. | * Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them. | ||
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* Crossbows and traps are forbidden. | * Crossbows and traps are forbidden. | ||
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight. | * Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight. | ||
− | ** BONUS: All weapons and | + | ** BONUS: All weapons and armour must be made from bronze. |
* Civilian dwarves have all labors enabled. | * Civilian dwarves have all labors enabled. | ||
** If ever activated, cannot use quality weapons or armor. | ** If ever activated, cannot use quality weapons or armor. | ||
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* Building city walls is considered weak and cowardly. | * Building city walls is considered weak and cowardly. | ||
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave. | * Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave. | ||
− | Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society | + | Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society]. |
===Xenophobia=== | ===Xenophobia=== | ||
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*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time. | *Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time. | ||
*Any dwarf that has any relation to any noble must be executed. | *Any dwarf that has any relation to any noble must be executed. | ||
− | *Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion. | + | * Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion. |
===Specialized economy=== | ===Specialized economy=== | ||
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===Becoming the abomination you sought to kill=== | ===Becoming the abomination you sought to kill=== | ||
− | The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the | + | The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected! |
Here is a typical set of laws: | Here is a typical set of laws: | ||
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-No magical materials (nothing above steel) | -No magical materials (nothing above steel) | ||
− | - | + | -Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane? |
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONSCIOUS is untrustworthy... | You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONSCIOUS is untrustworthy... | ||
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Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently. | Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently. | ||
− | Success is achieved by one criteria only: at the death of the | + | Success is achieved by one criteria only: at the death of the forteress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to "win". |
=== Dwarves need magma=== | === Dwarves need magma=== | ||
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− | Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like, place them in one room. Outside each room | + | Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like,place them in one room. Outside each room place racks of high quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, Let them all loose. Watch the [[Fun]]. |
− | Bonus: Rig up traps so when | + | Bonus: Rig up traps so when othere dwarves rush into combat, the area becomes filled with deadly creatures and traps. |
===The Hive=== | ===The Hive=== | ||
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**Dwarf Therapist helps with this. | **Dwarf Therapist helps with this. | ||
**Hunting and fishing are optional. | **Hunting and fishing are optional. | ||
− | *The endgoal is to make a fully functioning " | + | *The endgoal is to make a fully functioning "bee hive" like fortress, All rooms inside the hive must be the same size. |
*The hive must be suspended in the sky like below (scale is your choice) | *The hive must be suspended in the sky like below (scale is your choice) | ||
**BONUS: Suspend it over a volcano. | **BONUS: Suspend it over a volcano. | ||
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* Don't build any workshops or farms (with a possible exception for [[still]]). | * Don't build any workshops or farms (with a possible exception for [[still]]). | ||
− | ** Bonus: Disable all | + | ** Bonus: Disable all labours and live solely on imported goods. |
* Build your whole fortress around a [[trade depot]]. Train your [[building designer]] to build a really good trade depot eventually. | * Build your whole fortress around a [[trade depot]]. Train your [[building designer]] to build a really good trade depot eventually. | ||
* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them. | * "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them. | ||
* Build shrines in the names of [[outpost liaison]] and foreign diplomats. | * Build shrines in the names of [[outpost liaison]] and foreign diplomats. | ||
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