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Author Topic: setting lumberjacks tool.  (Read 1216 times)

Metalax

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setting lumberjacks tool.
« on: May 10, 2008, 02:16:00 am »

Ok I know you can set what item a civ will use for mining with the digger tag, but is there any similar way for setting what will be used by lumberjacks? Will they use any axe skill based weapon that the lumberjack can wield(via size and allowed for the entity), or is it hardcoded for battleaxes?

I'd like to be able to set it up so that lumberjacks use hatchets, while battleaxes are reserved for use by the military.

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Devath

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Re: setting lumberjacks tool.
« Reply #1 on: May 10, 2008, 02:41:00 am »

I have a race that uses great axes for woodcutting, instead of the battleaxes, but this seems to be due to the fact that the great axes are a better weapon, and therefore cut better. You could try it, but the solution I see for it is kinda lame.
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Kagus

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Re: setting lumberjacks tool.
« Reply #2 on: May 10, 2008, 02:55:00 am »

The embark screen will grab the most powerful weapon made from the best accessible metal for every weapon type aside from crossbows and picks.  I seriously doubt that weapon damage has anything to do with treecutting.


As for what picks a weapon for use as a woodcutting tool, it's the [SKILL:AXE] tag in that weapon's profile.  It's a programming shortcut and can be a modding hindrance at times, but it'll -probably get opened up whenever Toady feels like tweaking the really minor stuff, and removing save compatibility at the same time.

Sean Mirrsen

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Re: setting lumberjacks tool.
« Reply #3 on: May 10, 2008, 02:56:00 am »

SKILL:AXE is what determines that currently. Any weapon that uses the axe skill can be used to cut trees. If you asked me, "any weapon that does slashing damage" would work better...
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Deon

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Re: setting lumberjacks tool.
« Reply #4 on: May 10, 2008, 03:38:00 am »

I really miss this tag.
Every time when you create a powerful metal avaliable for races, like mithril, f it's not DEEP you end up with mithril-axes-wielding lumberjacks and a great loss of starting points for treecutting only.
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Hague

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Re: setting lumberjacks tool.
« Reply #5 on: May 10, 2008, 04:34:00 pm »

That's why you make mithril an alloyable metal with steel. Make mithril-steel alloy a [DEEP] metal and pure mithril a non-weapon usable soft metal. The mithril alloyed with the steel makes it incredibly light and perhaps slightly stronger.
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Devath

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Re: setting lumberjacks tool.
« Reply #6 on: May 10, 2008, 06:52:00 pm »

Great loss of starting points? I don't get it. Unless you need more than 2 axes, it nets you more, esp. if you switch to lower-grade metal axes. (This option may be a side-effect of one of my new race's attributes in the ENTITY file, I dunno.)
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Deon

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Re: setting lumberjacks tool.
« Reply #7 on: May 10, 2008, 07:03:00 pm »

Dorfs use the best metal for melee weapons.
As I said just the [DEEP] saves the day.
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