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Author Topic: Increasing Challenge Early On?  (Read 393 times)

LordHamshire

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Increasing Challenge Early On?
« on: May 25, 2013, 12:52:08 am »

I'm super new to the game and I've been having lots of fun learning how to play it, but now, in my mind, the game starts off relatively slow: It takes some time to form a self-sustaining fortress and yet you can do it with an almost zero chance of failure.
I can make it a bit more interesting by starting in an untamed-wilds tundra type area, but even then, I can get down a fail-safe strategy. Any advice to make it a little more interesting?
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weenog

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Re: Increasing Challenge Early On?
« Reply #1 on: May 25, 2013, 01:51:26 am »

Try looking for evil biomes, not merely savage ones.
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Garath

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Re: Increasing Challenge Early On?
« Reply #2 on: May 25, 2013, 05:41:19 am »

when embarking, limit yourself in what your colonists bring with them
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Matoro

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Re: Increasing Challenge Early On?
« Reply #3 on: May 25, 2013, 05:51:54 am »

There is no fail-safe strategy.

This is Dwarf Fortress.
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Garath

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Re: Increasing Challenge Early On?
« Reply #4 on: May 25, 2013, 10:14:46 am »

in the average embark, as long as it's not an evil biome, it's very easy to set up a secure and thriving fortress once you've mastered the basics like the UI and having enough booze the whole year round
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Flarp

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Re: Increasing Challenge Early On?
« Reply #5 on: May 25, 2013, 01:15:33 pm »

Most early-game difficulty comes from pre-embark choices. Location (savage, glacier, aquifer, saltwater, evil if you really want a challenge) and supplies (skill-less, equipment-less, nothing but combat skills, etc.) all add extra Fun. Alternatively, breach the cavern layer as early as possible and carve your fortress into it.
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sabarjp

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Re: Increasing Challenge Early On?
« Reply #6 on: May 25, 2013, 07:42:05 pm »

There are a lot of embarks that are nearly impossible.  My last crazy one was an evil location next to a necromancer tower.  I lasted about 3 real-world minutes before everyone was slaughtered.  I was immediately attacked by undead.  There was water ONE layer below the open plains I started on.
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gchristopher

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Re: Increasing Challenge Early On?
« Reply #7 on: May 25, 2013, 08:44:15 pm »

I like staying close to vanilla, but trying to pack all the Fun vanilla things into a game as quickly as possible, too. Here's how that works for me:

Pre-scout the evil weather for the region. Not all evil regions are created equal. Make sure it reanimates. Look for evil creeping clouds that create thralls/husks. If the weather material is a dust, then leave all splatter spread on and the thralls will bring the evil dust to you.

Some very rare evil regions will appear to rain a harmless liquid, like blood, but have a weird quirk where any creature entering them instantly is taken by a thralling/husking curse. These regions are impossible to survive on the surface, (the game will end instantly on unpausing), but it can be a fun challenge to set up along the border.

Evil oceans are extra good. Pre-scout them to ensure they reanimate so the undead giant orcas can climb from the ocean and invade. Good times.

DFhack prospect to find a sandstone top layer and aquifer, so you have a chance of getting a 10-layer aquifer to pierce.

I like low population and hermit games, so some mods I always apply are:

In world generation, change the titan attack triggers to low population and production values, to get them sooner.

In creature_standard.txt:
Anywhere you see an [ATTACK_TRIGGER] tag, change it to [ATTACK_TRIGGER:1:0:100000] (Or even less for the last value.) Dragons and minotaurs will show up sooner.

In entity_default.txt:
Make sure any hostile civ won't wait as long before sieging by setting [PROGRESS_TRIGGER_POP_SIEGE:0] and [PROGRESS_TRIGGER_PROD_SIEGE:1], and removing any other [PROGRESS_TRIGGER_...._SIEGE] tags.

Consider doing the same with elves and humans and then making them hostile by adding the [BABYSNATCHER] tag.
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