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Author Topic: weapon choices?  (Read 6310 times)

mko

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Re: weapon choices?
« Reply #15 on: April 08, 2020, 02:56:29 am »

With this all this bugs, it looks to go that way  be out of control ?
Depends on whatever bugs are unfixed because author is unwilling to do this (question of priorities) or unable to do this (out of control bugginess).

But note that crash bugs are treated seriously and it seems that are generally fixed, what would indicate that it is result of giving higher priority to adding new features than to fixing broken existing ones.
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Sarmatian123

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Re: weapon choices?
« Reply #16 on: April 08, 2020, 04:26:05 am »

I started without training weapons and in fact they do train at the moment probably without weapons, at least not all of them?
You formed squads, so they are on individual training, if you also clicked training option in the barracks for their squads.
However if you took your time in "m"-"s" schedule menu for setting up their training schedule, then you still need to enact it in "m"-"a" menu. Default option there is "Inactive [CIV]". You see there by name of the squad "A". It is a false positive flag. Without changing [CIV] you need to navigate into "Active/training" and there to the squad. Only then and there, you press "enter" on your squad. This will enact active military training schedule. "Active/training" will have now that counter-intuitive "A" by the squad. You will notice it by military Dwarves becoming different icons from ordinary Dwarves. Icons, alike those they have when you call them on duty with "s" menu and order them to kill something from list for example.

Quote
Not sure about this, so i decided to make dedicated bedrooms for the squad members so that they can drop their armor and weapons ( indiv Eq option on)
I do not advise individual options. For 2 reasons.
Error message spam is 1st. They lead to missing weapons and equipment. Dwarves are limited in what they can wear as armor from civilian cloths. Picking new equipment/weapon upgrades can lead to conflicts between soldiers and error message spam. This is why I prefer "specific weapon" assignments.
The "grew attachment" giving low quality and low durability garbage weapon/shield status of legendary named items is 2nd reason. If they start getting "attached" to weapons, make sure these weapons are proper master quality "copper crossbows", "steel axes", "steel swords", "steel spears", "silver hammers" and "silver maces".

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Some caravan are welcome for the needed weapons, so doing "missions" can propel this weapon need.
Or focussing now also on the finding of iron ores, but perhaps (wooden) bows or crossbows ( can be used by all squadmembers )
Well, sieges caught in cages can be also good source of raw metal. Mostly iron, silver and copper, but sometimes also steel. Though not on Elves. Digging for ores is good too. Merchants will bring in caravans some metal items, armor and weapons, which can be smelted into bars useful for producing those master quality weapons and armor, you need for your military.

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Its likely that in DF a soldier not can have a bow and a melee weapon as can be seen somewhere else ?
The weaponskill of a dorf gives a idea what weapon he (is there a preference for a become a squadmmeber : man or woman) can use
A shield is also important in battle as i readed.
Military Dwarves will stick to 1 weapon, unless you force them to use 2 through weapon assignment.

As fighting mechanics goes, both in Fortress Mode and Adventure Mode, you should put your military at first in weaponless wrestler squads. They will learn some basics in hand to hand combat in 1-2 years. In this time, you can assign them some metal chainmail. This will kick start to train their armor skill. In combat weapons get stuck often in bodies of opponents and dislodging those weapons, so those can be used again, depends on wrestling skill. Keep that in mind.

Equipped shield works even without skill, so have enough some low quality wooden shields to assign to squads strictly right before combat at first. Do not let Dwarves to train with them! As with weapons, you want only master quality steel shields, when you assign those permanently to your soldiers.

Master quality matters in combat mechanics!
Master quality weapons strike harder!
Master quality armor and shields deflect hits better!

Metal shields last longer, then shields from other materials. This matter for your attached to them soldiers.
Metal armor/weapon is better then non-metal.
In armor metal like steel better deflects hits.
In weapons metal like silver gives better hits with hammers and maces, steel in swords, axes and spears and copper gives heaviest crossbows to hit with at face to face distance.

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Its a mess the assignment of members of squads at the moment : can't see what dorfs are free for assigning : is it a green color naming ?
You can in "u"-"v"-"y"-"p" menu type custom profession for Dwarf. If Dwarf is to be swordsdwarf in squad 1, then name his profession "sword-1". It will help ALOT looking for particular Dwarf in military menu for assignment. Trust me :)

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Note: food is bugged ..you mean that it is not good working (programmed).
That expected steam edition should that adress all existing bugs and solve them ?
Military food, gets personal ownership from military Dwarf, who picked it up. It takes 1 month for ownership to clear, but often it is picked and moved by soldier to be stored in his own bedroom. There, the ownership does not go away. Military Dwarves carrying food can stockpile a lot of rations this way. Master quality food will eventually go spoiled there, which can cause cook to freak out and then he can go insane eventually. You do not want to cause that possibility. I do not think, it will be fixed in steam edition. Military fixes, remakes, improvements and alterations is something Toady was avoiding for "last couple centuries", as military system is a layered system in which hunters, miners and woodcutters were his first civilian attempt at it. Work around is to mark it for dumping, which will happen after 1 month of time. It is a tedious thing, best avoided by simply not assigning any food to military squads in "m"-"u" menu.
« Last Edit: April 08, 2020, 04:28:14 am by Sarmatian123 »
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Sarmatian123

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Re: weapon choices?
« Reply #17 on: April 08, 2020, 04:39:31 am »

What should be the use of dropping equipment in the barrack then if the bedroom is in there?
Dropping equipment in barracks, serves currently no purpose.

Bedrooms in barracks are bad idea, as soldiers spar in there and sleeping Dwarf can not dodge hits and will get mood from being rudely awakened.

I would suggest following:
1. Bedrooms separately, like civilians.
2. Have dinning room dimension from a table set at 13x13.
3. Put in a corner of this dinning room, barracks with dimension 5x5 from installed there bag.
4. Dinning room is not frequented by itself by Dwarves so often. So mark zone over entire dinner room and assign it to tavern location.

This will allow all your civilians (they could get into combat by chance too) to skill the observation skill up to legendary level in just few seasons. They also will get some "dabbling" skills in all hand to hand skills. Just from observation alone. It will work even on kids.
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mko

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Re: weapon choices?
« Reply #18 on: April 08, 2020, 05:43:03 am »

If they start getting "attached" to weapons, make sure these weapons are proper master quality "copper crossbows", "steel axes", "steel swords", "steel spears", "silver hammers" and "silver maces".
On trickier embarks it may be impossible/extremely hard. Sometimes one has nearly no access to steel. Supplies may be also limited, without ability to produce masterwork weapons.
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janamdo

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Re: weapon choices?
« Reply #19 on: April 08, 2020, 06:15:38 am »


You can in "u"-"v"-"y"-"p" menu type custom profession for Dwarf. If Dwarf is to be swordsdwarf in squad 1, then name his profession "sword-1". It will help ALOT looking for particular Dwarf in military menu for assignment. Trust me :)
I am using spacefox tileset and with F12 you can toggle between standaard text format and TrueType?
In vanilla DF text format
The candidates list in the militairy screen shows in green color.. the already assigned  canditates to anthor squad(s)
( in the middle of the small topscreen you can read this assigment )


Quote

Its likely that in DF a soldier not can have a bow and a melee weapon as can be seen somewhere else ?
The weaponskill of a dorf gives a idea what weapon he (is there a preference for a become a squadmmeber : man or woman) can use
A shield is also important in battle as i readed.



Military Dwarves will stick to 1 weapon, unless you force them to use 2 through weapon assignment.

Naming with a squadnumber is better as you suggest. :)


@Sarmatian123
Quote
Military Dwarves will stick to 1 weapon, unless you force them to use 2 through weapon assignment.
 
Yes, i mean here at the same time using a bow and a melee weapon ( battleaxe is powewrful ) 
« Last Edit: April 08, 2020, 08:56:21 am by janamdo »
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janamdo

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Re: weapon choices?
« Reply #20 on: April 08, 2020, 09:14:44 am »

I started without training weapons and in fact they do train at the moment probably without weapons, at least not all of them?
You formed squads, so they are on individual training, if you also clicked training option in the barracks for their squads.
However if you took your time in "m"-"s" schedule menu for setting up their training schedule, then you still need to enact it in "m"-"a" menu. Default option there is "Inactive [CIV]". You see there by name of the squad "A". It is a false positive flag. Without changing [CIV] you need to navigate into "Active/training" and there to the squad. Only then and there, you press "enter" on your squad. This will enact active military training schedule. "Active/training" will have now that counter-intuitive "A" by the squad. You will notice it by military Dwarves becoming different icons from ordinary Dwarves. Icons, alike those they have when you call them on duty with "s" menu and order them to kill something from list for example.



Thanks
Its a difficult one this Alert .. i do have 5 squads ( 3 x 10 and 2 for missions) only for figuring ou this military
There are 2 squads labelled now as A ( this is default behavior? : it is 10 dorf squad and a one dorf (mission squad)
Can.t remove the A so it is default then.

Other remaining squads are without A
 

   
« Last Edit: April 08, 2020, 10:40:50 am by janamdo »
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anewaname

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Re: weapon choices?
« Reply #21 on: April 08, 2020, 01:12:05 pm »

Can.t remove the A so it is default then.
What Sarmatian123 said is it...

There are two methods to "activate" squads... one is through ('s', navigate to squad, 'a'), and the other is through ('m' 'a', navigate to either 'Inactive' or 'Active/Training', navigate to squad, and hit 'Enter').
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There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

janamdo

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Re: weapon choices?
« Reply #22 on: April 08, 2020, 02:13:24 pm »

What Sarmatian123 said is it...

There are two methods to "activate" squads... one is through ('s', navigate to squad, 'a'), and the other is through ('m' 'a', navigate to either 'Inactive' or 'Active/Training', navigate to squad, and hit 'Enter').
Thanks
Training on can be started on two ways.
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Sarmatian123

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Re: weapon choices?
« Reply #23 on: April 09, 2020, 06:50:58 am »

If they start getting "attached" to weapons, make sure these weapons are proper master quality "copper crossbows", "steel axes", "steel swords", "steel spears", "silver hammers" and "silver maces".
On trickier embarks it may be impossible/extremely hard. Sometimes one has nearly no access to steel. Supplies may be also limited, without ability to produce masterwork weapons.

No steel or iron on map? No problem.
In /raw/objects/inorganic metal.txt remove entire line with [WAFERS] from adamantine.
Dig down to lava sea and bottom cavern. Look around for adamantine in walls there. From layer above bottom cavern dig out 1-10 tiles of adamantine out.
Mint 1-10 coins from 1-10 bars of adamantine.
Forbid the coins. Wait for caravan.
In trade divide the coins into 1 unit coins. Make sure to buy them all back.
Mark all adamantine coins for smelting in z-menu "stocks".
Mark for dumping any coin grabbed by your greedy Dwarves and re-mark for smelting again.
You should have 500 bars of adamantine to make weapons and armor.
Try master quality of those smelting at 1:1+ ratio items first like axes and picks in weapons.

Though this is a kind of exploit, you know. Adamantine suppose to be extremely rare and its excavation suppose to bring some measurable dangers...
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therahedwig

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Re: weapon choices?
« Reply #24 on: April 09, 2020, 07:59:33 am »

Or, you know, just make bronze armour(about as good as iron) and silver warhammers. Or traps. Or melt down the steel and iron you can get from the caravans to make new materials if you really insist on masterwork everything...

The prime thing that destroys my forts is mismanagement (dehydration...) or web-spitting megabeasts. A well-trained military dodges most things, and unless you're in a desert that somehow has no flux or iron, there is enough wood to provide coke for any given metal industry.

You can aim for a military fully-decked out in masterwork steel and them being attached to those items, but don't worry if you're not. It helps, and it is certainly impressive to see in action, but you should not panic and see your fort as lost if you're not able to do this.

I've been recently watching someone play the Impressions city-builders, so Ceasar 3, Pharaoh, etc. And what I noticed most was how, even though the UI is extremely confusing, military and combat in DF is very forgiving, just by the sheer amount of options. I am pretty sure it's viable to set up a kung fu fort... (as long as you don't get a web-spitting megabeast that is, TT_TT)
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

mko

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Re: weapon choices?
« Reply #25 on: April 09, 2020, 11:19:00 am »

If they start getting "attached" to weapons, make sure these weapons are proper master quality "copper crossbows", "steel axes", "steel swords", "steel spears", "silver hammers" and "silver maces".
On trickier embarks it may be impossible/extremely hard. Sometimes one has nearly no access to steel. Supplies may be also limited, without ability to produce masterwork weapons.

No steel or iron on map? No problem.
In /raw/objects/inorganic metal.txt remove entire line with [WAFERS] from adamantine.
Dig down to lava sea and bottom cavern. Look around for adamantine in walls there. From layer above bottom cavern dig out 1-10 tiles of adamantine out.
Mint 1-10 coins from 1-10 bars of adamantine.
Forbid the coins. Wait for caravan.
In trade divide the coins into 1 unit coins. Make sure to buy them all back.
Mark all adamantine coins for smelting in z-menu "stocks".
Mark for dumping any coin grabbed by your greedy Dwarves and re-mark for smelting again.
You should have 500 bars of adamantine to make weapons and armor.
Try master quality of those smelting at 1:1+ ratio items first like axes and picks in weapons.

Though this is a kind of exploit, you know. Adamantine suppose to be extremely rare and its excavation suppose to bring some measurable dangers...
If you are modding in this way, you can as well add nothing->steel reaction anyway
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janamdo

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Re: weapon choices?
« Reply #26 on: April 09, 2020, 02:18:47 pm »


No steel or iron on map? No problem.
…...
Though this is a kind of exploit, you know. Adamantine suppose to be extremely rare and its excavation suppose to bring some measurable dangers...
I am wondering why you doing this : is losing no fun .. :D
Note: what is the max lifespan of a fortress ?
« Last Edit: April 09, 2020, 02:24:02 pm by janamdo »
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Sarmatian123

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Re: weapon choices?
« Reply #27 on: April 09, 2020, 03:48:38 pm »

On my slower computer (dual 3ghz), I would say about 20-30 years, before lag makes it too boring slow around 2-5 fps.
Now, I have quad 4ghz CPU and games seems to last longer on higher speeds.

I did some major mountain carving through channeling and it cut my fps in half. I do not think this is just stones though. Just about 10k more stones into my huge stockpiles. Though maybe higher CPU allows to have more items without lag penalty on fps? Still on this game's year 32 speed is still rather playable around 25 fps.

In other play, I created a new embark on hugest possible map and it run just with short temporary freezes at steady 20 fps. Unfortunately the largest maps are bugged beyond hope and I do not understand why this critical bug is not fixed yet. It is known for years now.
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PatrikLundell

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Re: weapon choices?
« Reply #28 on: April 10, 2020, 01:45:37 am »

There's one fortress that's been going for over 400 years. My max was 70-80 years.

Given that maximum size maps result in unplayably low FPS in no time, fixing bugs for that case isn't a critical bug to anyone except the very small minority that insist they want it. Fixing the "critical bugs" that causes truly dead civs to appear much more rarely than they should, and cause them to be completely incapable of raiding are examples of low priority bugs mainly affecting another small minority (to which I happen to belong). It's just a matter of accepting the reality of the situation.
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Shonai_Dweller

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Re: weapon choices?
« Reply #29 on: April 10, 2020, 01:56:51 am »

Restrict map size. Bug solved!

Except fortunately, Toady likes to cater to those rare minority player groups who want to brave the bugs and play in super-large, dead worlds. What a great guy.

Glass half-full or something...
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