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Author Topic: *Sigh* Archery practice weirdness, yet again.  (Read 1354 times)

Dwarfotaur

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*Sigh* Archery practice weirdness, yet again.
« on: December 05, 2012, 05:30:26 am »

I've never had a problem getting Marksdwarves to train before but right now they're all doing the task "Archery Practice" but no one is actually firing any bolts.

I've set up a room as follows:
Code: [Select]
X = Target
. = Channelled hole
R = Ramp
F = Floor
...........
.X.X.X.X.X
.F.F.F.F.F.
.F.F.F.F.F.
.F.F.F.F.F.
.F.F.F.F.F.
RF.F.F.F.FR
FFFFFFFFFFF
FFFFFFFFFFF


All the archery targets have been set as the entire room, with firing direction as "From bottom to top". The 5 man squad has been assigned and allowed to 'train' in all 5 'rooms' on the targets. I've fully geared the dwarves with crossbows, quivers and bolts. I've set on the ammunition screen to train and combat with copper bolts (so they only have one type of bolt. It's a pain in the arse to have them use multiple bolts as they tend to get stuck with the wrong bolts in their quiver). I've set the schedules to train and have the squad set as active/training.

Pretty much done nothing different... No one is firing still. I even tried extending the floors/room size to allow them to fire from further away but they should be able to fire at 1 block or more between them and the target =/

I'm tempted to just kick them all out of the squad and try again, or maybe force dump the contents of their quivers. I'm currently not at home to test this but would like some ideas.
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MonkeyHead

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #1 on: December 05, 2012, 05:33:02 am »

I suggest only defining a one tile wide channel bounded by walls as the firing rage. I tend to have multiple  4x1 rectangles defined as individual firing ranges, and have no isses with it getting used. The marksdwarf stands at one end, plinking away at the target at the other end. Defining such a large area over multiple targets probably confuses the pathfinding or targetting.

Dwarfotaur

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #2 on: December 05, 2012, 05:58:37 am »

Hmm, that sounds like it might work. However, I wanted it to cover the whole room so I could have storage containers for their equipment (otherwise they get naked where they stand and throw their clothes about).

I guess I could do this:

Code: [Select]
X = Target
. = Channelled hole
R = Ramp
F = Floor
C = Container
...........
.X.X.X.X.X.
.F.F.F.F.F.
.F.F.F.F.F.
.F.F.F.F.F.
.F.F.F.F.F.
RF.F.F.F.FR
FFFFFFFFFFF
FCFCFCFCFCF

The define each range as a 'strip' of:
Code: [Select]
...
.X.
.F.
.F.
.F.
.F.
.F.
FFF
FCF

Do you think that'd work? Half tempted now to assign EACH dwarf to his own squad so everyone has one range each to make sure there's no confusion... Then when combat starts, shift them all in to the main squad so I can control them properly. Worried here though as the floors/channels will be shared and don't want that to mess with the path finding/target finding.
« Last Edit: December 05, 2012, 06:05:00 am by Dwarfotaur »
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goblolo

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #3 on: December 05, 2012, 06:35:47 am »

train them on fauna. AT's suxx
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Dwarfotaur

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #4 on: December 05, 2012, 06:38:30 am »

I already have about 5 hunters and 1000 meat. I don't really want to make more... Plus I've heard you can exhaust the surface animals by killing too many. I've been hunting them since embark so they probably don't have long left D:

I could just breach the caverns I guess and get some crundles going on.
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javierpwn

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #5 on: December 05, 2012, 07:03:02 am »

Oh God THE CRUNDLES!!! THEY ARE EVERYWHERE!!

Every hunter that went after crundles never returned for me...
They were killed by the hundreds of crundles that erupted from a single point in the caverns
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mscantrell

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #6 on: December 05, 2012, 07:13:51 am »

You've got the squad set to inactive? Ironically, that's necessary in the current release.
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Dwarfotaur

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #7 on: December 05, 2012, 07:22:34 am »

You've got the squad set to inactive? Ironically, that's necessary in the current release.

Wut? It is? I have them set to Active/Training. I tried inactive too and they went off and started doing hauling jobs and what not... Have I got to give them zero jobs and set them to inactive?

Oh God THE CRUNDLES!!! THEY ARE EVERYWHERE!!

Every hunter that went after crundles never returned for me...
They were killed by the hundreds of crundles that erupted from a single point in the caverns

Build a single line corridor to the caverns, line it with lots and lots of cage traps. Capture the crundles in cages and then release them in a target practice pit, that's the safest way imo :P
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Damiac

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #8 on: December 05, 2012, 10:50:38 am »

I've had this happen rarely.  It seems like it happened when the marksdwarves had no ammo in their quivers.

Making their squad inactive, then active again seemed to fix it for me.

You shouldn't need to redesign your archery target room.
It does seem like they train archery much more often when set to inactive, for some reason, but then they will take hauling jobs and such, if you have those labors enabled.
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Dwarfotaur

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #9 on: December 06, 2012, 05:46:52 am »

So I cancelled all their jobs. Assigned the targets to individual strips and made each person train in their own squad. I then set them to inactive and guess what, they finally used the ATs.

Well, they each fired about 5 bolts, got bored and danced on the tables in the dining room. They came back a while later to fire 5 more bolts before going off to dance on the tables again.

I made them all hunters and then an forgotten beast appeared. So naturally, I set the hunters as military and told them to fire on the forgotten beast. Even though they had crossbows and ammo as hunters, they decided to drop these the second they were in uniform and they all died trying to punch a giant flying earthworm to death, who promptly ate them all limb by limb.

I lost about 30 dwarves total and now everyone is tantrum spiralling. How can I stop the spiral? Get all the sane/happy dwarves to their own burrow far away? I really don't want to lose this fort.
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MonkeyHead

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #10 on: December 06, 2012, 02:51:17 pm »

Never, ever have hunting, mining or woodcutting enabled on any soldeirs, or it causes them to drop thier work tool when activiated and makes them go looking for a seperate soldier tool, even if it is the same type.

Seraphim342

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Re: *Sigh* Archery practice weirdness, yet again.
« Reply #11 on: December 07, 2012, 02:47:05 am »

Yeah, all kinds of weird conflicts come up on any military dwarves with hunting, mining, or woodcutting enabled.
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