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Author Topic: Keeping Marksdwarves ammo'd up  (Read 728 times)

phoenixuk

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Keeping Marksdwarves ammo'd up
« on: September 30, 2010, 12:04:16 pm »

This seems to be a persistent problem for me, between archery practice and my hunters it seems i never have bolts when my boys need to actually fight. What production levels do most people use to keep their marksdwarves enough ammo to actually fight?
I've tried restricting material types for actual combat and practice, but that seems very hit and miss.
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Deus Machina

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Re: Keeping Marksdwarves ammo'd up
« Reply #1 on: September 30, 2010, 12:24:41 pm »

Yeah, restricting types seems broken. Sometimes it works, for me.

What I've been doing is cranking out bone and wood bolts, setting a separate stockpile for metal ones, installing a door and locking it up.

If I'm expecting trouble, I unlock it and dedicate my best workers to a shop, turn every other job off, and set to repeat.

My other trick is to build the archery range, put a wall  two or three squares behind the targets, and channel down a level between the targets and wall. Remove the up ramps and install an access staircase to the side. The bolts end up hitting the wall, and aren't destroyed because they fall a Z-level. Then just send Urist McStormtrooper down every now and then to reclaim the bolts he can't hit anything with anyway.
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rephikul

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Re: Keeping Marksdwarves ammo'd up
« Reply #2 on: September 30, 2010, 12:36:40 pm »

if restricting doesnt work, turn off bolt type usage completely until you need it.
As for picking up used bolt, i find it save time to have less troops and assign the extras as wooden ammo suppliers instead.
You might also want to consider reducing the amount of assigned bolts to each squad as they'd be surely stocked from top to bottom instead of balancing out. As each quiver can hold only 25 bolts and each squad can have 250 ppl; 250 + couple extra are enough.
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LoSboccacc

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Re: Keeping Marksdwarves ammo'd up
« Reply #3 on: September 30, 2010, 12:43:50 pm »

Yeah, restricting types seems broken. Sometimes it works, for me.

What I've been doing is cranking out bone and wood bolts, setting a separate stockpile for metal ones, installing a door and locking it up.

If I'm expecting trouble, I unlock it and dedicate my best workers to a shop, turn every other job off, and set to repeat.

My other trick is to build the archery range, put a wall  two or three squares behind the targets, and channel down a level between the targets and wall. Remove the up ramps and install an access staircase to the side. The bolts end up hitting the wall, and aren't destroyed because they fall a Z-level. Then just send Urist McStormtrooper down every now and then to reclaim the bolts he can't hit anything with anyway.


when I tried it seemed to me that bolts hitting the target got consumed. also, you need a valid walkable path from the shooter to the target (for the room to work) so at least one tile will keep 'consuming' bolts.
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Urist Imiknorris

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Re: Keeping Marksdwarves ammo'd up
« Reply #4 on: September 30, 2010, 01:40:35 pm »

I make shittons of wooden and bone bolts, have my marksdwarves train until they're legendary and I'm out of ammo, then I permanently switch to metal and tell them to stop training forever. Live-fire only from that point on.
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Aramco

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Re: Keeping Marksdwarves ammo'd up
« Reply #5 on: September 30, 2010, 01:44:42 pm »

I make shittons of wooden and bone bolts, have my marksdwarves train until they're legendary and I'm out of ammo, then I permanently switch to metal and tell them to stop training forever. Live-fire only from that point on.

Wouldn't they get rusty between sieges?
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Urist Imiknorris

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Re: Keeping Marksdwarves ammo'd up
« Reply #6 on: September 30, 2010, 02:03:05 pm »

Cage traps, execution chamber.
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mrbobbyg

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Re: Keeping Marksdwarves ammo'd up
« Reply #7 on: September 30, 2010, 02:10:21 pm »

Cage traps, execution chamber.

Agreed.  Put your dwarves in a fortification pillbox and have them snipe at the gobbos.  Way more exp that way.
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