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Author Topic: conscripting Dwarves de-activates all skills?  (Read 942 times)

Crossroads Inc.

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conscripting Dwarves de-activates all skills?
« on: May 28, 2012, 03:12:32 pm »

I noticed a large amount of Dwarves hanging around wiht " NO JOB" and went and had a look.
Each and every one of them had mysteriously had ALL their skills shut off.  The one thing they shared in common?
Recently conscripted to fight off some goblins.

Bug? Or am I doing something wrong?
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Crossroads Inc.

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Re: conscripting Dwarves de-activates all skills?
« Reply #1 on: May 28, 2012, 03:17:02 pm »

and WHY didn't I post this in the questions forum >_<
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Ask not what the Dwarfs can do for you...
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zombie urist

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Re: conscripting Dwarves de-activates all skills?
« Reply #2 on: May 28, 2012, 03:22:22 pm »

After dwarfs turn elite (Accomplished or higher?) they automatically turn off all their labors and become "full-time" soldiers.
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Tirion

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Re: conscripting Dwarves de-activates all skills?
« Reply #3 on: May 28, 2012, 03:48:45 pm »

After dwarfs turn elite (Accomplished or higher?) they automatically turn off all their labors and become "full-time" soldiers.

Great. That's when they turn (insert weapon)Masters or Lords.
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Crossroads Inc.

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Re: conscripting Dwarves de-activates all skills?
« Reply #4 on: May 28, 2012, 05:28:22 pm »

And this is why I never got used to the new military :<

In the "good ol' days" you could turn a single person into a recruit and then forget about them... They would go off and become apart of your army forever.

Noowwww....  Now alas, you have to actually ORGANIZE them.  And as such, you end up with people with legendary skills who suddenly become legendary in military and then LOOSE everything.

How I wish you could just permanently separate Army from civilians :(
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Ask not what the Dwarfs can do for you...
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Valkyrie

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Re: conscripting Dwarves de-activates all skills?
« Reply #5 on: May 28, 2012, 08:23:54 pm »

You can still re-activate the civilian skills, and the off-duty soldiers will still perform the labors - though they'll lose the settings again next time they're activated (I don't recall if it has to be a manual squad order, or if scheduled orders trigger it too).

While it's got its downsides, seems nicer than 40d to me, since there if you left a quality crafter in the military too long there was no way to get that crafter back.  Here, you can always 'correct' a mistake (or change a decision), though the UI keeps 'hybrid' military-civilian individuals more micro-manage-y (mostly from this labor resetting, or from the equipment management if you remove them from their squad).  I do miss the 40d insta-draft, though.

You can still eventually 'forget' about managing the military personnel, in a fashion.  They eventually reach a point where they no longer complain about long on-duty periods (I *think* that's the same point where they start resetting their labors, though I'm not certain), so you can just keep them going eternally (and hope they actually *drink* the alcohol in their flasks for once ...).  And if you keep them perpetually active in the military, then you don't need to worry about the decay of their civilian skills and the associated bad thoughts from being deactivated without a novice+ civilian skill.  Not quite 40d's low-military-management, but reasonably close imo - just takes a while to get there.

iirc, this is labor reset is in the bugtracker as a bug, so there's a chance it will be fixed eventually.
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