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Author Topic: insane human woodcutters  (Read 541 times)

gerkinzola

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insane human woodcutters
« on: October 07, 2009, 09:56:53 am »

ive recently (last few hours) been experimenting with humans and i find that my woodcutters, when they have nothing to do will continuously drop their axe then go about 2 squares then run back and retrieve, drop in the same place and the cycle repeats until they have something to do... anyone know why?
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moghopper

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Re: insane human woodcutters
« Reply #1 on: October 07, 2009, 10:29:06 am »

The problem is that they are using two handed axes while they are set to using one handed weapons to default.

Just tell them to use 2 handed weapons and this annoying little dance they do will go away.
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FellMoodFox

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Re: insane human woodcutters
« Reply #2 on: October 07, 2009, 11:50:42 am »

To clarify: On the military screen, you have the # after weapons, which can be set to 1 or 2.  This tells the character how many hands they should fill with weapons.
If you have a one-handed sword [such as a short sword] and tell a dwarf (or human) "Use two hands", he will pick up one sword, then go find another.
With the two-handed axes and one hand set, they pick up the axe, start to move, and realize they're not supposed to be able to use the axe with only one hand, so they drop it.  Then they realize they need to have an axe, and pick it up - as you noticed.
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The denser the dwarf, the more likely he'll survive his stupidity.

Derakon

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Re: insane human woodcutters
« Reply #3 on: October 07, 2009, 12:46:27 pm »

Note that telling a dwarf to use two hands for weapons is not the same thing as telling him to dual-wield weapons. He'll use the weapon in his preferred hand until he loses it, then he'll use the second weapon he's carrying. Basically it's insurance against losing weapons. But given the importance of shields in defense, it's basically never worth using two weapons.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

gerkinzola

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Re: insane human woodcutters
« Reply #4 on: October 07, 2009, 09:10:37 pm »

ok thanks for that... fixed
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