Were we suppose to be able to have axes on start?
We can't currently. Just wondering if this was a bug, or intended. Also, I was wondering if the job screen changed for starting dwarf-vault dwellers. It seems different, but maybe it's just me.
Adding the line: [WEAPON:ITEM_WEAPON_AXE_BATTLE] to the file entity_default under the line [DIGGER:ITEM_WEAPON_PICK] for the ENTITY:VAULT fixes the problem, if this wasn't intended.
Considering all the custom weapons, it's amazing only one weapon is missing, actually.
Also, since there are three custom swords, and only one basic spear, I was wondering if the Cattle Prod might be reclassified as a spear instead of a sword, especially due to how a Cattle Prod is used to attack and the fact that it's damage is less than the other weapons.
While I'm looking at the raws, it seems that no civilization would actually use the Cattle Prod. Awh, I wanted to poke somebody.
I noticed shotgun shells do piercing damage. While that's cool, I wonder what it would be like if they did gore damage instead.
In Legend mode, it seems that vault dwellers own the other civilizations. I'm not sure why this occurs, but it's kind of funny to watch the vaults expand so rapidly.
Perhaps weapons such as chainguns could be implemented, which have high damage, but weigh so much that only a mutant could use it without sever lose of mobility.
I'd be glad to design such a weapon if you would like.
By the way, I'm really impressed by the vast array of ranged weapons, it must be a record. Too bad the ranged weapons can't vary range, speed, and accuracy. I understand how this has to do with hard-coded limitations. Considering in the standard game we can only use crossbows for our dwarfs, it's easy to see why Toady hasn't implemented this feature, and probably won't.