Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: Foreign weapons  (Read 14749 times)

Matoro

  • Bay Watcher
  • if you drive alone you drive with hitler
    • View Profile
Foreign weapons
« on: March 30, 2014, 09:29:02 am »

Foreign weapons. You know, things dwarves can't make. Whips and bows and mauls and so on. Do you use them? Or are they undwarven way to fight? Or maybe a goblin plot to make dwarves forget their own culture? Whether you love or hate them, this is a topic for discussing them.

I love long swords. I try to always buy every quality iron long sword human have for trade. I just find an idea of a dwarf with sword nearly as long as he is amusing (it's pity dwarves can't use 2h swords, that would be just awesome). Morningstars are also very dwarven things and I try always buy those for my soldiers. I once planned establishing a lasher squad to let the goblins taste their own whips, but that idea never happened...
Logged

EvilBob22

  • Bay Watcher
    • View Profile
Re: Foreign weapons
« Reply #1 on: March 30, 2014, 10:45:11 am »

I use them all the time.  I like having a large militia, and I like a lot of variety in it.  I stay away from the two handed weapons, but I can still get up to 90 with each squad focusing on a different weapon.

I'll start with an axe squad and work on getting it up to 10 dwarves strong.  Then, add the crossbows (20 militia now) and stay that way for a little while.  As migrants arrive, I add the other "native" weapons (hammer, mace, spear, sword).  This gets me up to 60 militia, which is a good number for a 2 out of 3 months or 1 out of 3 months on-duty rotation.  By then, there have been several sieges, and I'll add the foreign weapons (scourge, bow, dagger) once I have a good number of decent ones.
Logged
I will run the experiment to completion anyway, however. Even if the only reason why there is a punctured equilibrium in the fortress is because I have been brutally butchering babies
EDIT: I just remembered that dwarves can't equip halberds. That might explain why the squads that use them always die.

Deepblade

  • Bay Watcher
  • Tholtarmid
    • View Profile
Re: Foreign weapons
« Reply #2 on: March 30, 2014, 10:57:20 am »

My favorite is the halberd. A extremely above average sized dwarf can wield it 1 handed.
Logged
Deepblade's Standardized Creature Parts, for when you're pissed about all the different types of animal products there are.

chlorophos

  • Bay Watcher
    • View Profile
Re: Foreign weapons
« Reply #3 on: March 30, 2014, 02:14:39 pm »

A extremely above average sized dwarf can wield it 1 handed.
Should be able to wield it 1 handed. I think there is a bug that says they cannot - for equipping, the weapon checks race size instead of individual size.

Didn't stop me from modding the raws so they could be picked up though. Some arena testing revealed that vs other dwarves (and therefore probably goblins, elves, etc), yes, halberds are the best weapons.

The only problem is nobody makes candy halberds. I'm thinking of another edit so that goblins come with candy, but then they might swamp my fort. Decent risk/reward.
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: Foreign weapons
« Reply #4 on: March 30, 2014, 03:26:50 pm »

The problem with foreign weapons is that it is hard to get ones of any decent quality, except via artifact, whereas any native weapon can be masterworked by a skilled smith.

I tend not to use foreign weapons.
Logged

Baffler

  • Bay Watcher
  • Caveat Lector.
    • View Profile
Re: Foreign weapons
« Reply #5 on: March 30, 2014, 03:57:48 pm »

I once equipped a four-man squad of dwarves with halberds to serve as a "Swiss Guard" for the baron, but they never saw combat (struck down to a man by a full body rot syndrome some haulers brought up with an FB corpse.) Other than that, I've stuck with weapons I can make myself for quality reasons.
Logged
Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Foreign weapons
« Reply #6 on: March 30, 2014, 04:05:48 pm »

I find foreign-made weapons are excellent for weapon traps: Saves me the trouble of carting them around for melting and puts them to good use. If I wanna use a certain weapon (like pikes or morningstars,) I'll just mod the entity and weapon raws and give dwarves access to them.

Really like flails though, I dunno why.

Kumis

  • Bay Watcher
    • View Profile
Re: Foreign weapons
« Reply #7 on: March 30, 2014, 05:20:14 pm »

My militia consists for the most part of marksdwarves, then squads of assorted melee weapons to block the buggers that get by the marksdwarves, or to finish off the incapacitated.

Once I've dispatched enough invaders I'll often put together a Specialist squad of flails/scourges/whips which I use for incapacitation when the marksdwarves for whatever reason are tied up elsewhere.

By this method I'll end up with elite marksdwarves and a very well managed Specialist squad, whilst most of my melee dwarves just end up as fodder wearing expensive armour, oops.
Logged
Dodók Medtobór,
What are you trying to hunt?
Y u no find path?

neblime

  • Bay Watcher
  • More GG more skill
    • View Profile
Re: Foreign weapons
« Reply #8 on: March 30, 2014, 05:35:47 pm »

A extremely above average sized dwarf can wield it 1 handed.
Should be able to wield it 1 handed. I think there is a bug that says they cannot - for equipping, the weapon checks race size instead of individual size.
wow that's racist.

I just plow every fallen weapon back into random weapon traps all over the place, unless I want/need to melt it.
Logged
http://i.imgur.com/Gv6I6JO.png
I am quite looking forward to the next 20 or 30 years or so of developmental madness

PDF urist master

  • Bay Watcher
  • Born from cold iron
    • View Profile
Re: Foreign weapons
« Reply #9 on: March 30, 2014, 06:18:34 pm »

I have a squad of elite lashers ready to deal with any FBs. silver whip crush almost everything they come by.

for the most part I stick to native weapons, but I've heard that morningstars are far more effective than maces, so I gave my lone macedwarf an iron morningstar.

I've always wanted a squad of dual knife users. daggers are amazingly powerful right now with high penetration. An iron dagger can easily pierce steel armour and do serious damage.
Logged
We are not evil by choice, but evil by necessity.

klefenz

  • Bay Watcher
  • ミク ミク にしてあげる
    • View Profile
Re: Foreign weapons
« Reply #10 on: March 30, 2014, 09:26:10 pm »

Everything not made by a dwarf is undwafy, also i think foreign weapons get only up to iron.

The best course of action is melt them to make propper gear.

Bludulukus

  • Bay Watcher
    • View Profile
Re: Foreign weapons
« Reply #11 on: March 31, 2014, 12:41:22 am »

Never really tried making squads with foreign weapons, usually just smelt them or place them in traps.
Logged

Duuvian

  • Bay Watcher
  • Internet ≠ Real Life
    • View Profile
Re: Foreign weapons
« Reply #12 on: March 31, 2014, 01:19:29 am »

My chief medical dwarf liked bows and I convinced him to make an artifact one by making bowyer his highest craft skill. I gave him his own special squad and he practiced with it occasionally, though he ran out of arrows to practice with quite often until I could trade for more. Sometimes he would get stuck in 'Go to archery practice' and stand in place, and required activation to get unstuck. After that he would go and shoot his quiver empty and then get stuck again.

I lost the save by forgetting to backup stuff when I reinstalled windows the last time (as well as my priceless to me FL studio song files  :'( )

Never check to see if you put in the right windows reinstall cd until after you've backed up, I accidentally put in a Windows 8 install cd and was surprised it worked to a point on my Windows 7 machine, and even more surprised when it wiped my OS out BEFORE asking for the windows install key. You would think it would wait until after you enter the key.
Logged
FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Foreign weapons
« Reply #13 on: March 31, 2014, 10:29:11 am »

A extremely above average sized dwarf can wield it 1 handed.
Should be able to wield it 1 handed. I think there is a bug that says they cannot - for equipping, the weapon checks race size instead of individual size.

IIRC, the bug only affects the check for whether they can use it, at equip time. When they decide whether to use it 1-handed or 2-handed, their actual size is used.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

TheDarkStar

  • Bay Watcher
    • View Profile
Re: Foreign weapons
« Reply #14 on: March 31, 2014, 02:49:46 pm »

Picks are actually counted as foreign. They are almost as deadly as whips, but they use the Miner skill. Once you don't need them to fight, you can assign them to mine and they'll be better than your normal miners (strength gains from training/fighting let them move faster).
Logged
Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now
Pages: [1] 2 3 ... 5