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Author Topic: Danger Room Effeciency  (Read 544 times)

Girlinhat

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Danger Room Effeciency
« on: February 15, 2011, 11:04:47 pm »

Just because the opportunity is here, I'm going to show how amazingly overpowered a good danger room is.  I'm using 1 spike trap, with 10 palm training spears of no quality (ie, made by Dabbling carpenters) linked to a lever set on Pull the Lever /R.  My single soldier is armed in ≡Steel Equipment, Shield, and Axe≡

The current date is 18th of Moonstone, 1006.

Girlinhat

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Re: Danger Room Effeciency
« Reply #1 on: February 15, 2011, 11:06:59 pm »

The current date is still 18th Moonstone 1006.

Current skills:
10  Axe
2  Dodge
20  Fighter
2  Armor
14 Shield

Girlinhat

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Re: Danger Room Effeciency
« Reply #2 on: February 15, 2011, 11:08:56 pm »

26th Moonstone 1006.

Skill:
13 Axe
2 Dodge
20 Fighter
3 Armor
18 Shield

The soldier has passed out from over-exertion, but remains unharmed due to her steel armor.

Girlinhat

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Re: Danger Room Effeciency
« Reply #3 on: February 15, 2011, 11:12:32 pm »

6th Opal 1006.

Skill:
20 Axe
6 Dodge
20 Fighter
7 Armor
20 Shield

The recruit has grown attached to her steel axe.  She is incredibly quick to heal, very agile, and neutral on toughness, will, and strength.

noob

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Re: Danger Room Effeciency
« Reply #4 on: February 15, 2011, 11:13:13 pm »

now try with an untrained soldier and watch them level up 1 time per pull for the first 8 levels.
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LOSING IS FUN!

Girlinhat

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Re: Danger Room Effeciency
« Reply #5 on: February 15, 2011, 11:14:17 pm »

This was untrained.  Started with 0 in all skills.

Girlinhat

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Re: Danger Room Effeciency
« Reply #6 on: February 15, 2011, 11:21:20 pm »

Training has now stalled, as she's getting tired and thirsty and taking breaks, and is using the shield more than anything else.  My intent to get her all 20 is going to take a small time, but still got her up to 3 legendary+5 skills and half that on another two, within about 5 weeks.  Anyone who is very attached to their fortress and needs immediate protection, can abuse this to take on whole sieges within a month.

Lamphare

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Re: Danger Room Effeciency
« Reply #7 on: February 15, 2011, 11:31:24 pm »

i suppose, i could leave one corner tile in the danger room free. and designate it as food stockpile, with food and booze delivered from a z-level above, and put a bed or few in other corners like
Code: [Select]
_=free floor B=bed W=wall U=upright spear F=food stockpile
WWWWWWWWW
WBBB_BBBW
WWWW_WWWW
WUUUUUUUW
       …
WUUUUUUUW
WWWW_WWWW
WFBB_BBBW
WWWWWWWWW
it is a bit large, but soldiers locked up in there could sustain for a long time, maybe even a year or two, basically getting poked around lol.
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Girlinhat

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Re: Danger Room Effeciency
« Reply #8 on: February 15, 2011, 11:37:43 pm »

Actually, you can probably do better by using multiple barracks, some assigned for sleeping and one assigned for training, with the order "sleep in barracks on need" so they'll only sleep where you tell them to, when they're about to pass out.  Adding waterskins and backpacks and improve their time in one place as well.

Lamphare

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Re: Danger Room Effeciency
« Reply #9 on: February 15, 2011, 11:45:18 pm »

too shame infants and animals could get hurt.
otherwise i'd make a danger fortress.

making multiple barracks is pretty neat, except i really dont want to make barracks at all, sometimes.

good luck with testing
probably i'll try figure out the differentiations among equipment settings, i.e. armours only, then weapon, shield being last equipepd or other orders.
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