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Author Topic: The effectiveness of Arenas  (Read 870 times)

Benedict Hardy

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The effectiveness of Arenas
« on: October 05, 2011, 09:55:15 pm »

asdfsd
« Last Edit: March 29, 2018, 11:33:32 am by Benedict Hardy »
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Girlinhat

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Re: The effectiveness of Arenas
« Reply #1 on: October 05, 2011, 10:03:24 pm »

Not typical, but not unheard of either.  Just pay attention to what skills.  Weapon skills only get you so far, it' dodging and shield user that end up paying off more than anything else.  To that extent, putting them in the arena and canceling their military orders will cause them to be attacked endlessly, ranking up dodge, armor, and shield skills without putting up a fight (assuming full plate and an active enemy - try badgers).  Attributes will count for a whole lot as well, particularly agility, and that's more difficult to train.

Azure

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Re: The effectiveness of Arenas
« Reply #2 on: October 06, 2011, 03:40:49 pm »

After you get your first generation of legendaries training gets easier.
Set two legends to spar with each other for forever until their armor user, shield, and dodge are legendary.(Think of them as your "Hold the Pass" dwarves while all the citizens flee to the panic room and seal off.[You have one right? and a flooding mechanism too?])

After this, set squads with one legend each. this is to facilitate the sparring.
Take recruits and train them up to 4-6 or so then add one to a squad with a legend. Put left-overs in squads of two. (they'll spar less but they'll get there) in a few years you'll have an army of skilled hobos to kill gobbos. (On the attribute note: strength increases damage dealt and reduces the encumbrance movespeed penalty, agility involves movespeed, and possibly chance to hit and dodge, toughness reduces damage taken, endurance is how long until exhaustion gets you, and Willpower is great for watching your rapedwarf get a broken leg, kill all nearby gobbos, and THEN pass out.

Read http://df.magmawiki.com/index.php/DF2010:Attributes for more
       http://df.magmawiki.com/index.php/DF2010:Cross-training - This is the name of the game with recruits

I'd recommend having a training program on incoming migrants where they get pump op and swimming to legendary and get marksdwawrf/archer to 6 or so by shooting at wildlife. This'll up their stats a tad and allow them to semi-defend themselves. Afterwards you can use a combination of funace op., siege op., herbalist, miller, and thresher to train up other stats.

A good use for your hauler legions is to arm them with xbows and whatever excess armor you have and train them until 6-8 or so. afterwards leave those "processor" and gatherer" skills on with squad set to two train. This'll let you have a good volume of reserve marksdwarves for in case things get hairy.

As to the different exp value in your arena, They're using wooden axes! The only way the gobbo is gonig to die is from the stick hitting something vital so it definitely take a while.
« Last Edit: October 06, 2011, 03:43:42 pm by Azure »
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