Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Danger Rooms  (Read 1158 times)

SilasG

  • Bay Watcher
    • View Profile
Danger Rooms
« on: May 01, 2015, 02:24:59 pm »

Hey guys, I'm having tremendous difficulty getting my squad of dwarves to actually even use this room. I made them a barracks with an armor stand and weapon rack, stuck some beds in there and they seem to like it there. They train and sleep. Now, I made a hall off their barracks that is 1x5 - door, 3x tiles with 10x wooden training spears each, and then an armor stand. I've made that little hall a barracks. I've made it a burrow. I've disassembled their normal barracks armor stand and weapon racks. I've put them on alert. I've told them to train there and whatever "Squad Eq" does (it makes a Q symbol). Nothing will entice them to walk in that hall even when I have the spikes down (via lever).

Could someone give me directions to fix this? Assume I'm stupid (it may well be true since I can't figure this out!).
Logged

Diamond

  • Bay Watcher
  • Did someone just say "elves" ?
    • View Profile
Re: Danger Rooms
« Reply #1 on: May 01, 2015, 03:32:16 pm »

First of all, having you soldiers go from dabbling to legendary in 1 day is somewhat boring, now that sieges are smaller and limited. Not just an exploit, but removes all the fun and Fun.
With that being said, the design most widely used : door - spikes - door (locked, set as internal) - armor stand/weapon rack set as barracks covering internal door and spikes, set to Train next to squad name. This way you ensure that your soldiers stay on spike tile and you can lock them in to prevent accidental child/pet deaths. Also, check the schedule - make sure that train is set for this month, preferably for both 'Inactive' and 'Active/Train' alert levels. You can set "train, 10 minimum" to all 12 months on both pages to make sure.
Logged

Dorsidwarf

  • Bay Watcher
  • [INTERSTELLAR]
    • View Profile
Re: Danger Rooms
« Reply #2 on: May 01, 2015, 06:02:34 pm »

Also, I think Toady hit danger rooms with the <<+Adamantine hammer+>> , and they don't train weapon skills anymore, only Fighter
Logged
Quote from: Rodney Ootkins
Everything is going to be alright

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Danger Rooms
« Reply #3 on: May 01, 2015, 06:05:33 pm »

Also, I think Toady hit danger rooms with the <<+Adamantine hammer+>> , and they don't train weapon skills anymore, only Fighter
Also dodger, armor user, shield user, observer, and discipline(?).
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Eldin00

  • Bay Watcher
    • View Profile
Re: Danger Rooms
« Reply #4 on: May 02, 2015, 03:21:48 am »

Also, I think Toady hit danger rooms with the <<+Adamantine hammer+>> , and they don't train weapon skills anymore, only Fighter

You got that backwards. Fighting is the one skill they used to train which they don't anymore. Dodge/weapon/armor use/shield use still train just fine in danger rooms. But really, in the current version dwarves train up those skills (plus fighter and discipline) fairly quickly with just normal military training, so danger rooms are less useful than before, just because normal training is better by comparison than it once was.
Logged

SilasG

  • Bay Watcher
    • View Profile
Re: Danger Rooms
« Reply #5 on: May 02, 2015, 09:14:37 am »

The only reason I'm using a Danger Room (well I was using one, I restarted again haha) is because I was told normal training takes forever and a day to work so your dwarfs would still be crappy by the time the sieges start. Crappy months in or awesome months in - hmm choices, choices. Though, to be fair, the first sieges I might just lock myself in my fortress if they don't have building demolishers.
Logged

Dwarf4Explosives

  • Bay Watcher
  • Souls are tasty. Kinda like bacon.
    • View Profile
Re: Danger Rooms
« Reply #6 on: May 02, 2015, 11:15:32 am »

The dwarven childcare design works even better for adults, because you can give them proper armor. Look up the design made by Staalo. On top of training the normal danger room skills, it also trains swimming. If you force your dwarves to stay in such a room when they are off-duty, they'll get better skills without the stress associated with military duty.
Logged
And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

Eldin00

  • Bay Watcher
    • View Profile
Re: Danger Rooms
« Reply #7 on: May 02, 2015, 12:47:07 pm »

In versions prior to .40.xx, danger rooms trained every military skill that mattered, and did it much faster than normal training. In .40.xx, danger rooms miss to skills that matter for your military (discipline and fighting) and only train the others slightly faster than normal training (because normal training trains skills up faster than in previous versions). That being said, danger rooms can still be useful. In particular, if you set one up in your barracks and have the dwarves training at the same time as they are in the danger room.
Logged