Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Dwarf fortress Hardmode: w/o mods ideas  (Read 4600 times)

Fairin

  • Bay Watcher
  • Furry!
    • View Profile
Dwarf fortress Hardmode: w/o mods ideas
« on: October 16, 2011, 08:53:18 pm »

well, Graphics/sprites maybe

Hardmode idea 1, embark on a glacier with sparse trees little vegitation and NO equipment, pets allowed - Haunted glacier is a plus

hardmode idea 2, the same as ^ without trees / vegitation, allowed 1 pick and pets

Hardmode idea 3, immidately burrow down to cavern level 1, - without gear 1 pick and pets build without modifying the cavern too much

There is three idea's from me, that i've had the most "Fun" with. please share with me some of yours!
Logged

Bihlbo

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #1 on: October 16, 2011, 09:15:26 pm »

I've done similar embarks. My favorite was on a glacier that totally lacked any trees or plants. My grazers had to be butchered quite soon, and it was a trial moving everything inside and surviving with only the two beds that the deconstructed wagon could make (I hate that beds cannot be made of anything else - if I had my druthers all beds would be constructed with a piece of cloth/leather bedding and a frame, the frame being made of wood, stone, metal, glass, or ceramics). No smelting could be done at all until I found magma, so the only crafts that were possible were cloth, stone, and bone. Bone came from the hunting, which was excellent indeed - many wolves, elk, reindeer, and others moved through the area. Farming went almost entirely to brewing, since I had no source of water. I eventually discovered I had no iron, and the most valuable metal on the map was either silver from tetrahedrite, or brass. This wasn't all that bad since I could trade for steel, but even this was fairly limited since only dwarves traded with me.

Eventually it wasn't all that hard after all, because I trained my miners by vacating every level of soil, which became covered with fungus as soon as I found the cave layer. More than enough wood now, so everyone gets a technicolor bed. But man, were they unhappy about sharing 12 dwarves to a bed for a while. Eventually I had to make do with what I had excavated and nothing else, because of a siege above ground and 5 FBs in the caves. Walled myself in and tried to make a go of it. Three legendary fighters using all steel gear from previous trades dispatched everything. 20-some dead goblins and bats and trolls, and all 5 FBs dead to these three, completely uninjured dwarves. Danger room for the win! At this point there was no reason to hunt because they had about 12 years of meat and tallow from the FBs, and the game got boring.
Logged

BigFatStupidHead

  • Bay Watcher
  • obscure to the point of being cryptic
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #2 on: October 16, 2011, 09:20:13 pm »

Hard mode? Don't build city walls.
Logged

Ubiq

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #3 on: October 16, 2011, 10:24:43 pm »

Pick a site that has kobolds nearby. Leave extremely expensive items lying around outside that their thieves can easily carry off.

After three successful thefts, you'll start getting kobold ambushes. Those scaly fiends can send archers that are far worse than anything that the goblins will throw at you thanks to trap avoid and their ability to get steel items somehow.
Logged

melphel

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #4 on: October 16, 2011, 10:33:08 pm »

No constructions, bridges, doors, or hatches.  Bring no tools and don't make any, all tools and weapons must be brought in from caravans or looted from enemies.
Logged

Fairin

  • Bay Watcher
  • Furry!
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #5 on: October 16, 2011, 11:31:28 pm »

i like the - don't make tools one. Here's a bonus story

Embarked in a Terrorfying swamp with 10 units of obsidian 27 units of leather and a cat and a pick, my idea was, no building under z-1 max 2 story buildings - mine somewhere off base

-created a 3 dwarf leather armored up obsidian shortsword squad 4 other dwarves utility but also armed with swords but not primary group - armor / legs for them

First Season, clear out some trees and some spider silk, make a bag, the swords and armor channel out a z-1 farm end of spring, have wooden house with basement to grow stuff in, pack animals broken down to their products of meat, z-0 barracks / dormitory z+1 food storage

Summer arrives, beginning to -think- to build a second building. and channeling off the back entrance to my 6x6 wooden hovel when an ogre arrives!

yay big humanoid unarmored stupid strong. trio of sword dwarves dispatch it in seconds

then 2 ogres.. one minor injury
then 2 more ogres. and a third one came while they were fighting . called in backup on this one 1 broken foot on the primary squad
then 3 ogres again, and the season just started killed 2 of my utility dwarves as all 3 primary dwarves in armor were happily snoozeing their ouches 5 feet away
then finally 2 more ogres show up and the last two uninjured dwarves actually flee..while under orders to kill - managed to stab one in the face but the last ogre finished off the last 2 defenders i had. fort ended.. Fun !!
Logged

Crustypeanut

  • Bay Watcher
  • Ph.Dwarf & Practitioner of ‼MEDICINE‼
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #6 on: October 17, 2011, 03:38:17 am »

I have some ideas myself, although I prefer just using the Fortress Defense mod to increase the number of sieges I get.


-Colonize Hell.  Unless you get some really weak demons, this is always hard.  Although, its certainly more of a late-game hardmode than a starting hardmode.

-Start in evil terrain with no equipment, no food, no tools, no pets, no skills, and no cheesy using wooden axes to cut down trees.

-Embark with whatever you want, but DO NOT EVER DIG.  All resources must be gathered from the surface.  Clay is allowed, importing stone and metal is allowed, but you cannot gather it yourself.  Bonus points if you allow the butchering of sentients (requires modding) and make an army of marksdwarves using elven-bone armor, elven leather armor, and elven bone crossbows with elven bone bolts.  Show those sissies who're the REAL elves!

Logged
Specialsurprise - a Tale of ‼Medicine‼ and ‼Science‼ !

ROXAS

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #7 on: October 17, 2011, 07:02:47 am »

-Colonize Hell.  Unless you get some really weak demons, this is always hard.  Although, its certainly more of a late-game hardmode than a starting hardmode.

Sorry, are you honestly saying you haven't seen AussieGuy's project? Go check it out, now, and have your mind be blown :P
Logged

gearedwheel

  • Escaped Lunatic
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #8 on: October 17, 2011, 12:14:17 pm »

I have a set of simple rules I've developed that can apply to any situation for instant hard mode. Some times though, I break my own rules in a fort I said would be hard mode. I always feel shameful afterwords.

My hard mode rules;

  • No weapon/stone fall/cage traps
  • Doors and hatches my not be locked using "q-l", they may only be locked by dwarves pulling a lever
  • No abusing "dwarven quantum mechanics", e.g. no using dumps as stockpiles, levers must be adjacent/near what they are connected to
  • No danger rooms
  • No savescumming

Basically I like to role play the fort and if I can't imagine a legitimate tale for how something would work, I don't do it. For example, I don't use the weapon traps because I don't think dwarves should be able to walk over the trap unscathed. Maybe if weapon traps blocked movement to dwarves like statues do I would consider them more balanced/realistic and I would use them. Also I think the traps should require being reset each time after they are tripped. Another example, I don't use the "q" to lock my doors when sieges arrive. If I want to lock a door I have to send a dwarf to go pull the lever next to the door. This makes the beginning of sieges very exciting and ambushes more scary because there is the moment of panic "Marksdwarves to positions! Suppress the enemy so that we may bar the door!". Will they get in? Will the fort be breeched? Or can the storm of bolts slow down the advancing squads long enough for a brave dwarf to pull the lever?
Logged

Masta Crouton

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #9 on: October 17, 2011, 12:44:59 pm »

keep every dwarf happy. at all times.
Logged

ClkWrkJester

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #11 on: October 17, 2011, 01:12:57 pm »

keep every dwarf happy. at all times.
Lock all pets in cages so they don't die to invasions. Do what necro said, but also take my path and line EVERY SINGLE HALLWAY AND ROOM with statues of gold.
I had more gold than I knew what to do with after mining out the entire first cavern which was entirely gold. So I have statues everywhere, and am making roads paved with gold.

My dwarves could possibly see the end of civilization and be fine with it.
Logged
Carve out a massive pit and construct a copper block tower! Challenge those goblin bastards with your phallus of justice!

emptyfool

  • Escaped Lunatic
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #12 on: October 17, 2011, 01:40:35 pm »

This is my own HARD mode for df, i usually play with my crappy netbook so its more like a micro-HARD mode specialized for low spec computers i think, LOL

Managed to play well after 6 failure attempts.

-temp off
-1x1 embark (nanofortress)
-no digging or channeling (means no stones, metals, magma)
-no river, or mountain (start on flat terrain)
-always have OPEN pathway with at least 2 tiles wide from the outside into your fortress
-no bridge, grates, or floodgate (nothing to block/manipulate enemy pathfind)
-use fortress defense mod (remove the fire imp cuz theyre not fun with temp off)
-embark with clay spot (to build and design your fortress from scratch!)
Logged

Masta Crouton

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #13 on: October 17, 2011, 02:56:18 pm »

yeah, but what are you gonna do when a stupid dwarf trick makes a cheese maker go ham with one of your precious gold statues? =P
Logged

Cthulhu Inc

  • Bay Watcher
    • View Profile
Re: Dwarf fortress Hardmode: w/o mods ideas
« Reply #14 on: October 17, 2011, 03:08:37 pm »

I'm currently trying to make a giant 88z pyramid from marble blocks that my dwarves will live in. (I hate random colours on my screen so I modded out most stones, though). And I'm not building any living accommodations below ground--my dwarves are sleeping on the ground, etc until I get around to building the bedroom level. Does that count?
Logged
Pages: [1] 2