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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 and pick. Real dwarves won't need to peek... | Nothing else. From that alone, forge your axe and pick. Real dwarves won't need to peek... | ||
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{{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}} | ||
− | You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge. | + | You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge. |
As an additional challenge, don't spend any points on skills. | As an additional challenge, don't spend any points on skills. | ||
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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. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants. | 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. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants. | ||
− | 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) | + | 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). |
If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting. | If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting. | ||
− | For either this or the above challenge, you can choose to instead use your points on [[useless crap]] | + | For either this or the above challenge, you can choose to instead use your points on [[useless crap]]. |
=== 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 [[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. | ||
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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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===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 [[pick]]. | * 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]]s 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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* 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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* 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. | ||
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* Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack. | * Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack. | ||
− | ** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear | + | ** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear armour but not leather, only bone and metal. |
* The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released. | * The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released. | ||
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* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels. | * Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels. | ||
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk. | * ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk. | ||
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