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DF Dwarf Mode Discussion / Re: Honey badger just don't give a shit...
« on: May 06, 2011, 12:32:03 am »
I think other types of badgers steer clear of honey badgers due to the danger involved in associating with them ...
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What the fuck? ^ above ^ is weird. He's so weird for being so weird that he thinks he's a mountain.Um ... Girlinhat ...
Sorry what? I've been staring at this fabulous boulder for the past month.At least you haven't gone berserk, or melancholy, or stark-raving-mad for lack of required materials for this.
Oh right, this thing. Now, where was I...
Oh, and don't forget to get a good bit of your preferred drink before diving back into it.
Hi there,I haven't used a danger room yet, but still get decently trained troops in under a year. It definitely sounds like you are running into the "we don't have everyone here to train" issue. As other said, reduce the training number to fix that.
I've been playing dwarf fortress for some time now without any problems (ok, lots of problems, but nothing the wiki and copious amounts of fun couldn't fix) But now I'm kinda stuck.
My Military consist of a full 10 dwarf squad, thats set to train all year long. They don't have any actual combat skills, but instead of sparring and getting any actual experience, they just sit on their asses all day and try to teach each other their dabbling fighting skills. I have used dwarf therapist to look at the xp levels, and after one year, there has maybe been a 10xp increase in dodging, despite them doing dodging and combat training all the time. Presumably because their teacher doesn't know **** about dodging either and just falls on his face alot. All their weapon skill remain at "dabbling", no matter what weapon I give them.
How do I transform my military from a bunch of loudmouths with no skills into the fighting machines that they (being dwarves) should be?
) but if the group is sparring at least through the winter, and have actual weapons when the fight starts, they are more than ready for thieves or elven ambushes when they first arrive. Additional training just improves things and, as Girlinhat mentioned, once they hit about level 5 then actual live combat is the only effective way to level them further (without using a Danger Room, at least).
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+++++Then its one tile of water in, 8 or 9 tiles down, then it drains away ...
In the older builds of Dwarf Fortress (before the 2010 release), I was doing this project to flatten out a glacial volcano. I did this by cutting through a mountain, then collapsing the layer by turning off the support holding it up (think that episode in Spongebob when Doodlebob erases one Z-layer of Spongebob's house). It worked until it crashed the program on the 6th attempt. I like how channeling works in the new build. It makes leveling terrain much more convenient.I use upward ramps instead of channeling. The
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I have a hard time training marks dwarves with bone bolts because my bolt output can never match my training needs. Two or three dwarves grab all the bolts as they're made, then expend them all before the next batch is done.Don't forget to set how many bolts they pick up at a time. m - f - select the squad (don't forget hunters) - specify how many they use at a time (on the number pad: / subtracts 100, * adds 100, - subtracts 10, + adds 10). For some reason it defaults to 100 bolts, which is probably why you run out and other people complain about their hunters stealing all the ammo before the military can get to it. I typically set it to 20 bolts for hunters and 30 (what a quiver is supposed to be able to hold, iirc) for military crossbow-dwarves.
To: The local humans,I'm guessing the humans didn't like Tallfires or their Law-Giver, and decided to try and solve both problems at once.
Who's bright idea was it to have your law-giver show up, unescorted as a diplomat in the middle of a goblin attack? There's like 30 goblins between my army and your law giver. I'm afraid he's SOL.
P.S. If you decide to attack me for this, you soft-skins won't have any better luck than the greenskins and pointy ears. Just a heads up.
The Administration (of Tallfires)
side view
___o___ _ for floor
XXX.XXX o the well
XXXhXXX h floor hatch
XXX.XXXXX . open space
X......G X solid stone
X.....XXX
X..p..XXX G floodgate
XXXXXXX p pressure plateThe pressure plate (p) opens the floodgate (G) if it has less than 7/7 water on it. The delay in opening and closing the floodgate means the z-level above the pressure plate will most likely fill before the gate closes again, especially if the source passage is a z-level below the river, and taking in water from above. A lever allows me to close the hatch (h), which makes the well dry, but also prevents flyers from getting up into the well. The dry layer between teh floodgate and the hatch prevents swimmers from swimming in, unless they can climb the rope/chain the bucket uses.
I think the biggest issue with maces vs. hammers is that maces aren't made for killing unless you're bashing people in the head; they're made for breaking bones. This helps incapacitating enemies, but unless it's specifically aiming for the head, it won't help much in killing them. Since there is no taking prisoners of war in DF (if your military engages, they will fight to death one way or the other), breaking your foe's kneecaps won't speed that process, and since dwarves focus on an enemy until it's dead or something else attacks, a quick death is preferable to a quick incapacitation.With the newer versions (.20 or .22 and higher, iirc) the victor is more likely to go for a head shot if his opponent is down/unconscious (or if the attack comes up from behind an unsuspecting victim, as my militia commander did with her spear once -- stabs the elf in the head from behind, shattering the skull, jamming the skull through the brain, severing an artery, many nerves severed, etc etc). This means a hammer or mace dwarf will
If there was an option to let dwarves favor conscious enemies to unconscious ones, I believe maces would see more use.