Release notes for 0.31.12 (July 25, 2010):
Aside from the major bug fixes listed below, I made skill increases a little faster during training. Part of the problem is with how classes work -- the teacher and student skills are important, and they can heavily amplify the effects, so the gains for people without those skills were small. Now it'll be even more extreme that the base rate has increased, so we'll have to see how that plays out in forts that get good teachers.
It's been months since I last played, but what are some precautions I should take if I want to make a team of, say, killer wrestling monks? Since I've seen people note that wrestling sparring often results in fatal injuries.
It's been months since I last played, but what are some precautions I should take if I want to make a team of, say, killer wrestling monks? Since I've seen people note that wrestling sparring often results in fatal injuries.
Oooh, tricky. The obvious answer is give them armor while try train, but that's kinda a copout. The best I can suggest is giving them Training, Minimum 1 10 times, and give them a barrack. That should force them to do only individual combat drills but it will be very slow, quite possibly 10-15 years to get legendary. If you go for bonus points, you can give them a tiny bedroom, make it a barrack from the bed, and have them spend it in mediation.
It's been months since I last played, but what are some precautions I should take if I want to make a team of, say, killer wrestling monks? Since I've seen people note that wrestling sparring often results in fatal injuries.It's pretty rare, it's just occasionally dwarves might throw their sparring partner and the impact can injure them. It's normally just a broken bone, but I suppose if it hit the head it could be deadly. If you're really worried about something that has only happened to me like, 8 times in my two years of playing in which most my military squads had dedicated wrestlers then I guess you could make a room out of a light wood like rubber or featherwood then have them train in there to lessen the damage. Armor never helped in those situations.
* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.
* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.
It's been months since I last played, but what are some precautions I should take if I want to make a team of, say, killer wrestling monks? Since I've seen people note that wrestling sparring often results in fatal injuries.It's pretty rare, it's just occasionally dwarves might throw their sparring partner and the impact can injure them. It's normally just a broken bone, but I suppose if it hit the head it could be deadly. If you're really worried about something that has only happened to me like, 8 times in my two years of playing in which most my military squads had dedicated wrestlers then I guess you could make a room out of a light wood like rubber or featherwood then have them train in there to lessen the damage. Armor never helped in those situations.
Assigning picks to a miner squad is super easy. All you have to do is put them on full time duty and include picks in their uniform. Super simple stuff. Picks are listed as foreign weapons for some reason, but it makes no difference. Also, you can get civilian miners to carry food and drink and do individual drills when not digging by putting them in a squad and assigning them a barracks, but not giving them any uniform and setting them to inactive: civ clothes.
Breastplate issues, backpack issues, etc I have none of. I haven't had such issues since I scienced armour layering for myself. All I do differently to what you do is that I don't equip clothing. Maybe I'll run into issues if I do. Also, UNDER NO CIRCUMSTANCES SHOULD YOU ASSIGN SOCKS TO A DWARF. They WILL go into battle missing a high boot.
Breastplate issues, backpack issues, etc I have none of. I haven't had such issues since I scienced armour layering for myself. All I do differently to what you do is that I don't equip clothing. Maybe I'll run into issues if I do. Also, UNDER NO CIRCUMSTANCES SHOULD YOU ASSIGN SOCKS TO A DWARF. They WILL go into battle missing a high boot.
Newbies being slow in heavy armour is fine. A dwarf in full steel is virtually indestructible. At worst, he'll lie in the middle of a clump of goblins and level up armour user to maximum while they exhaust themselves (as long as he has a breastplate and greaves to deflect blunt impacts). Just don't send him against a forgotten beast.
Also: Breastplate and greaves are must-haves. In 34.11 your fluid armour set would work just as well if not better than a set which included maximum rigid pieces, but in 40.xx rigid armour actually protects significantly from blunt impact.
And one last thing, VERY IMPORTANT. You make the same mistake in your marksdwarf guide. That is, saying that encumberment slows down attack speed. It doesn't. A marksdwarf in full steel will fire at the same rate as one with no clothing at all. This is new in the 40.xx versions. And let me reiterate that full steel using rigid plates is virtually indestructible, especially since ranged weapons are no longer railguns that punch through steel with wooden bolts... but you must have full rigid steel to reliably block all bolts the goblins have access to.
Also, UNDER NO CIRCUMSTANCES SHOULD YOU ASSIGN SOCKS TO A DWARF.
shields out of metal? I always use wood for that. I also pile on numerous shields and cloaks, just like in adventure mode, though some people consider that exploity.
* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.
In my current fort, I just spotted Give Armor Demostration. Guess they do teach that skill by demostrations. Now if there was just a way to keep them doing that.
When was the glancing off chance added though, and where did you hear of it from? I'm quite curious as I had always heard that armor user had no effect on the armor's effectiveness, and if it does than there's some significant potential effects from that I really want to be aware of.* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.
In my current fort, I just spotted Give Armor Demostration. Guess they do teach that skill by demostrations. Now if there was just a way to keep them doing that.
When was the glancing off chance added though, and where did you hear of it from? I'm quite curious as I had always heard that armor user had no effect on the armor's effectiveness, and if it does than there's some significant potential effects from that I really want to be aware of.* Armor User - controls armor movement penalities. At legendary, the weight of armor is negated. Also appears to control the chance of something glancing off (this is a relatively recent change). Levels up at a glacier speed, though dwarves DO give armor demostrations; four years of training which had everything at Legendary+5, and armor user was still at 6 ...When was that glancing off chance added? Also in my experience armor user trains up far faster after giving them full armor, though still quite of slowly.
In my current fort, I just spotted Give Armor Demostration. Guess they do teach that skill by demostrations. Now if there was just a way to keep them doing that.
If wrestlers are throwing when sparring, probably not a good idea to train near any open stairwells or pits then.I'm pretty sure they get injured just from hitting floors, but I suppose I don't actually know if dwarves can collide with furniture. Has anybody ever seen a creature projectile hit furniture, or seen on that probably should of hit furniture but didn't? I'm quite curious now.
Will furniture in barracks cause issues? That is, will dwarves get hurt when thrown into tiles with weapon racks, armor stands and the like?
I have a barracks that uses a checkerboard of pillars to force the dwarves to fall when they dodge while sparring, sorta like a less exploity danger room that makes more sense and kills less children. I like to think they're doing some sort of full plate shaolin training.
I have a barracks that uses a checkerboard of pillars to force the dwarves to fall when they dodge while sparring, sorta like a less exploity danger room that makes more sense and kills less children. I like to think they're doing some sort of full plate shaolin training.
I'd like to see this checkerboard barracks design
I have a barracks that uses a checkerboard of pillars to force the dwarves to fall when they dodge while sparring, sorta like a less exploity danger room that makes more sense and kills less children. I like to think they're doing some sort of full plate shaolin training.
I'd like to see this checkerboard barracks design
I second this! It sounds interesting!
Maybe it would help to make wooden floor in the barracks, too? The injuries from collisions are dependent on the density of object into which creature crashes, so the best barracks for melee training might be featherwood floors and walls.
Then again, maybe then the injuries wouldn't happen and they may be a good thing, as Skullsploder mentioned.
Just the two level drop is plenty. AFAIK the size of the hit makes no difference to armour user skill gained.
Just the two level drop is plenty. AFAIK the size of the hit makes no difference to armour user skill gained.
How about just a 1-z drop? Or even just unchannelled out ramps so they can just walk out and get back in the spar? Would that still work to cause unblockable falls?
How do the pillars make it so they can't block?
That is a pretty cool design skullsploder, it reminds me of my favored .34 design for a 'mega-training area', which combined pair sparring with a three z-level fall onto upright spear traps with training spears. effectively fusing normal training with the 'shaft of enlightenment' and a danger room.
That is a pretty cool design skullsploder, it reminds me of my favored .34 design for a 'mega-training area', which combined pair sparring with a three z-level fall onto upright spear traps with training spears. effectively fusing normal training with the 'shaft of enlightenment' and a danger room.
Yay compliments :D And I have been thinking about doing something similar at the bottom, like filling it with 4/7 water so they train swimming skill as well at the same time. In fact, you know what, I'm gonna go make a pond zone right now. I could probably put repeating spears at the bottom as well, but then I might as well make a danger room, and I think of this as a non-exploity way to train armour skill.
I am very interested in seeing what sort of results you got with that megacombo of hyper-training techniques. Just the pair sparring for me got me legendaries from raw recruits inside of two years; I imagine with your design you got legendary +17 in a few months.
(http://i.imgur.com/oBpnJ43.png)
Having holes to train armour/climbing/swimming is killing my recruits even with a 1z drop onto wood / 3/7 water
I'm also having trouble coming up with enough leather to sustain uniforms for my dwarfs. It seems to wear fairly quickly which I wasn't expecting (I didn't even realise leather armour would wear out). We embarked with 30 leather and took all the stuff from the trade caravan but that seems to have only provided enough uniforms for 10 dwarfs.Tunics, boots and possibly gloves are not armor. They are clothing, which would be why they wear out. You want leather armor, high boots and gauntlets.
For a basic squad of 10:
- 10 leather tunics
- 10 sets of gloves
- 10 sets of boots
- 10 helms
(http://i.imgur.com/oBpnJ43.png)
Having holes to train armour/climbing/swimming is killing my recruits even with a 1z drop onto wood / 3/7 water
maybe leather cloaks would help?
Oh Armok. Did I not mention that you HAVE TO HAVE TO HAVE TO equip them with full armour? Mine do this only with a breastplate, mail shirt, greaves, gauntlets, high boots, and helm. I'm also working on getting the clothing industry running so they can have silk robes too. Thus equipped, the 1z drop is ineffective but the 2z works great with next to no injuries. I'm in the process of patching mine up to raise the level back up to 2 from the 3z I turned it into when I first started training swimming. Adequate swimmers after two years, so it's slow, but still it means they'll git gud one day. I have had two random bleedouts so far, and that's only after lowring it to 3z, so I can fairly confidently say that 2z is safe. BUT YOU MUST EQUIP THEM WITH METAL ARMOUR.
Anyway, dwarves are a very expendable resource. If your training isn't killing off a few in the process well then it's just not goddamned Spartan enough.
Oh Armok. Did I not mention that you HAVE TO HAVE TO HAVE TO equip them with full armour? Mine do this only with a breastplate, mail shirt, greaves, gauntlets, high boots, and helm. I'm also working on getting the clothing industry running so they can have silk robes too. Thus equipped, the 1z drop is ineffective but the 2z works great with next to no injuries. I'm in the process of patching mine up to raise the level back up to 2 from the 3z I turned it into when I first started training swimming. Adequate swimmers after two years, so it's slow, but still it means they'll git gud one day. I have had two random bleedouts so far, and that's only after lowring it to 3z, so I can fairly confidently say that 2z is safe. BUT YOU MUST EQUIP THEM WITH METAL ARMOUR.
Anyway, dwarves are a very expendable resource. If your training isn't killing off a few in the process well then it's just not goddamned Spartan enough.
QuoteOh Armok. Did I not mention that you HAVE TO HAVE TO HAVE TO equip them with full armour? Mine do this only with a breastplate, mail shirt, greaves, gauntlets, high boots, and helm. I'm also working on getting the clothing industry running so they can have silk robes too. Thus equipped, the 1z drop is ineffective but the 2z works great with next to no injuries. I'm in the process of patching mine up to raise the level back up to 2 from the 3z I turned it into when I first started training swimming. Adequate swimmers after two years, so it's slow, but still it means they'll git gud one day. I have had two random bleedouts so far, and that's only after lowring it to 3z, so I can fairly confidently say that 2z is safe. BUT YOU MUST EQUIP THEM WITH METAL ARMOUR.
Anyway, dwarves are a very expendable resource. If your training isn't killing off a few in the process well then it's just not goddamned Spartan enough.
Just to check, when you say 2z seems to be the perfect drop, you mean that they're falling from the z-level they train on, through one level that is made up of only channels, and on to the bottom level where they land and return to their training? As I mentioned in an earlier post, I've been having problems getting them to take many hits when dropping them that distance. I'd reckon only one or two percent of the drops cause an actual hit, and the rest of them don't generate combat reports at all. And similar to your experience, increasing it to three levels of drop (which is to say, two levels that are channeled out, plus a top and a bottom layer) caused enough crushed ears that my prospective teachers had bled out/died to infections within a few seasons.
I've now had three dwarfs die of dehydration while standing in the water (all competent swimmers). Still haven't managed to figure out why.
Point of note: Bucklers instead of shields when training. Seems to level up shields slower in favor of Armor/Weapon(block/parry)/Dodge. Unsubstantiated by Science!(TM) but I've favored it often enough for my training squads that I'm pretty sure I see a difference.
I tend to avoid most attachment issues by having a couple squads rotate on/off duty when training up and taking off their gear when not on active-duty. Tends to shuffle the gear around every couple months between dwarves so attachment usually isn't an issue.From what I've seen, missing from dodge skill comes before any of that.
Reason I bring up bucklers is I think (unconfirmed) the order of prescedence for attacks on a dwarf is:
Shield Block > Weapon Parry > Dodge > Armor Check > Fleshy/Squishy Dwarf
I tried to give each of my squads 2 months of training and the other 10 months off, using your system. However, everyone is training all year 'round. any idea why?
I tried to give each of my squads 2 months of training and the other 10 months off, using your system. However, everyone is training all year 'round. any idea why?I don't see how this is a problem.
I tend to avoid most attachment issues by having a couple squads rotate on/off duty when training up and taking off their gear when not on active-duty. Tends to shuffle the gear around every couple months between dwarves so attachment usually isn't an issue.From what I've seen, missing from dodge skill comes before any of that.
Reason I bring up bucklers is I think (unconfirmed) the order of prescedence for attacks on a dwarf is:
Shield Block > Weapon Parry > Dodge > Armor Check > Fleshy/Squishy Dwarf
I like skullsploders idea - so I made me some pillar barracks with only a single z-level drop, wooden walls and pillars, flat floor and a single ramp to get back in the lower level and about 5 water. In this setup with the normal kind of armour I use, I had no serious injuries in several seasons, one upper lip messed up, but it healed before I noticed, and one or two bruises. In one case I had a hit against an eye deflected by the cloak - so I am not sure this will remain without injuries. It nicely spreads some swimming experience, I didn't notice any significant armour user gains and believe it slows down training by sparring (i.e. sparring stops after a drop) while giving full or slightly increased demonstration gains. (40.19)
the problem is, if EVERYONE is training, no one is growing or fishing or hunting
I have just bought an entire forests' worth of dead animal from the dwarven caravan (a couple hundred bins) so I'll report back later on the injuries sustained with leather robes covering the remaining skin. It should convert those otherwise-useless hits to the fingers into meaningful armour user gain.
Ideal barracks size
Are there any drawbacks to having every single one of my squads training in a 2x1 barracks containing only a candy armour stand?
Ideal barracks size
Are there any drawbacks to having every single one of my squads training in a 2x1 barracks containing only a candy armour stand?
Do a little science and report back. I suspect that a 2x1 barracks doesn't allow for much dodging while sparring. Did anything come out of your flushing dwarves around with water project?