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Author Topic: Danger room balance?  (Read 975 times)

Somebodyelse

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Danger room balance?
« on: February 20, 2016, 01:01:35 am »

This might not be new and I might be overestimating what's happening, but after a light session of DR'ing some fresh soldiers to medium levels of skill(around 7-8) I've began to notice many of them were dying off mysteriously several months later.

Always with the same symptoms:

1. Becoming "Faint"
2. Becoming "Pale"

Then death following shortly after. Investigating terminal dwaves on this death spiral showed a probable cause: Mangled noses and ears from the danger room. I can only assume that either infection or non-stop bleeding is killing them. At no time do they ever go to the hospital or need diagnosing, either freshly after the danger room wounds or during their faint/pale dying phase. Also something to note, my danger room has only low quality wooden training spikes spears(edit) and my soldiers were fully armored in steel.

At any rate, it appears that danger rooms (at least for me) are now a form of dwarf doping. I can churn out powerful soldiers in an emergency, but they'll end up dying from mangled faces a short time later. If this is the case, then that's a hell of a balance for danger rooms.
« Last Edit: February 20, 2016, 12:04:59 pm by Somebodyelse »
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Airgeoff

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Re: Danger room balance?
« Reply #1 on: February 20, 2016, 01:10:30 am »

I have to admit that I've never done danger rooms, but I seem to remember someone in here mentioning that wooden spikes will do that and you have to be careful to use wooden spears or swords only.  Someone please correct me if I'm wrong.
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Loci

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Re: Danger room balance?
« Reply #2 on: February 20, 2016, 01:16:21 am »

That'd be infection (which you might not be able to see without a skilled chief medical dwarf).

Yes, danger rooms have been reported to be dangerous. Assuming you meant training *spears*, and your dwarves were both equipped and *wearing* steel, you might try adding one or more cloaks (for face-coverage). However, danger rooms are significantly less important now that dwarves train and spar at a reasonable speed.
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Staalo

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Re: Danger room balance?
« Reply #3 on: February 20, 2016, 03:35:23 am »

Things like fingernails and ears can easily be hit and infected in danger room training, and with DF logic those infections can very often be lethal.

You could try adding cloaks, hoods and mittens to your standard uniform; that way you have complete coverage against training spears even if some other armor pieces are missing.
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NJW2000

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Re: Danger room balance?
« Reply #4 on: February 20, 2016, 04:21:31 am »

Wooden spikes are a bloody great stake driver trap, while wooden training spears are basically sticks.

Which are you referring to?

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martinuzz

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Re: Danger room balance?
« Reply #5 on: February 20, 2016, 05:16:23 am »

add [HEALING_RATE:500] to the entries for nail and cartilage in your save raw tissue_template_default.txt, that should prevent any future bleeding to death from scratches to nose and ears (dwarves will now properly go to hospital for those injuries too).

Or make your training dwarves wear a few cloaks (they protect facial extremeties)
« Last Edit: February 20, 2016, 05:31:01 am by martinuzz »
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Somebodyelse

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Re: Danger room balance?
« Reply #6 on: February 20, 2016, 12:10:52 pm »

Sorry, I meant training spears.

Anyways, I'm not really looking for a "solution," I kind of like it like this. Danger rooms were always extremely cheap and this gives it a nice balance for me.

DR's churning out highly trained suicide squads for emergencies feels like how they should function. It feels very warhammer 40k-ish.
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