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Author Topic: Training soldiers (not training bug related)  (Read 1031 times)

morikal

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Training soldiers (not training bug related)
« on: July 12, 2010, 12:48:31 pm »

So here is what I want:

 - Squad trains for some or all of the year, using practice weapons
 - When not training, squad will be stationed somewhere, killing something, or defending a burrow, etc. No civilian tasks.
 - When training, I want them to use training versions of their main weapon. When not training, I want them to use real weapons.
 - If they are in the middle of training and are suddenly needed, I want to be able to have them QUICKLY switch to their real weapons.

From bits and pieces gathered from various toady posts and probably other places, my guess is the following:

 - In the uniform for this squad, set it up with real weapons, not training weapons. They should automatically switch to training weapons (if they are available) when they go to train, right?
 - Have plenty of storage for squad and individual equipment near their training ground, so that if I interrupt their training, they will be able to quickly swap to real weapons.

Do I need to assign a specific container to each dwarf in the squad, within a barracks designated to hold individual equipment for that squad?
Do I need squad storage? What gets stored in squad storage vs individual storage?
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TomiTapio

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Re: Training soldiers (not training bug related)
« Reply #1 on: July 12, 2010, 01:06:14 pm »

Good luck trying to get automated training weapon/metal weapon swapping going.

So you want training months and patrolling months. (define waypoints from "Points/Routes/Notes".)
Try allowing gear to be stored in the barracks. (ZTIQ flags on barracks)

Here's a tip for current .31.10 version: never have training weapons, never make crossbows.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

morikal

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Re: Training soldiers (not training bug related)
« Reply #2 on: July 12, 2010, 01:17:24 pm »

Good luck trying to get automated training weapon/metal weapon swapping going.

So you want training months and patrolling months. (define waypoints from "Points/Routes/Notes".)
Try allowing gear to be stored in the barracks. (ZTIQ flags on barracks)

Here's a tip for current .31.10 version: never have training weapons, never make crossbows.

I already have training weapons, but right now I have them set as part of their uniform (and its working out). I was worried that they may hurt each other if I gave them real weapons (though I haven't noticed anyone sparring...)


Why no crossbows? How am I supposed to get marksdwarves and hunters without crossbows? I have a hunter with a x-bow who is doing fine.
I was gonna make a marksdwarf squad when I got home today... can you elaborate on why you suggest not making crossbows?
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Double A

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Re: Training soldiers (not training bug related)
« Reply #3 on: July 12, 2010, 02:08:36 pm »

Apparently, they automatically try to kamikaze themselves in melee combat. I'm not sure if this is the case, since Toady just updated the game. It can probably be solved by locking them in the tower.
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TomiTapio

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Re: Training soldiers (not training bug related)
« Reply #4 on: July 12, 2010, 04:53:49 pm »

Why no crossbows? How am I supposed to get marksdwarves and hunters without crossbows? I have a hunter with a x-bow who is doing fine.
Read the hoops you have to jump through to get archery practice going. "The overlap method" I think it was called.

http://www.bay12forums.com/smf/index.php?topic=61202.0

a little more wait is bearable - especially that it seems now to be possible to train marksdwarves with some workarounds (before 31.10 it was AFAIK nigh impossible). Ah well, time to wait for 31.11, where marksdwarves will shoot on archery and in battle when they are supposed right out of the box, without spells, dances and bloody sacrifices for Armok.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884