As for the civilian uniforms for miners/woodcutters, if such uniforms exist, we should at least be able to modify them to for example... wear helmets. So that our woodcutters stop dying when trees hit them in their heads.
AFAIK, that's fixed now--the logs always fall directly
away from the Woodcutter that felled the tree. It's the
other dwarves unlucky enough to be in the area that might need helmets.
There should be something like an intention in combat. You may want to just disable an opponent instead of killing him.
Indeed. Possible intentions could be . . .
1) Kill, obviously
1a) Kill Special, on creatures (such as zombies) where the normal methods of killing do not always apply.
2) Incapacitate: Render an enemy incapable of fighting back, by any non
lethal method. Breaking all his limbs is perfectly acceptable if all you want is a goblin prisoner to interrogate.
3) Restrain: Incapacitate them by any non-
harmful method, primarily with the Wrestler skill. Useful for arresting Justice suspects & tantruming/berserk dwarves. Might see if ropes/chains can be implemented as "weapons" in this context.
4) Touch: All of the "lightly tapping the target!" hits in sparring. Also possibly useful in duels: Unarmored combatants with edged weapons could use this as a "first blood" victory condition.
5) Dishonor: Slap to the face, kick to the buttocks, pulling their hair/beard, etc. Intended to cause pain & humiliation, either as a provocation to further combat or just to shame them in front of witnesses. Also useful as the mildest possible Hammerer punishment.
6) Assault: The current(?) unarmed combat action, but changed so that it terminates when one fighter either surrenders or is knocked unconscious.
7) Manslaughter: Same as Assault, but the attacker doesn't intend to stop until the opponent is
dead. Very likely to trigger a Restrain response from witnesses.
8 ) Torture: Useful only if some kind of (public) flogging is implemented as a mid-tier Hammerer punishment.
9) Maim: Much the same as a current Hammering, but far less random. Which body part will be mangled/lost is determined in advance (and ideally proportionate to the crime), and hardly ever results in death.
10) Execution.
I must admit, my miners and woodcutters don't seem to have any trouble using the tools they're holding when assailed by the local cave crocs.
Dwarves pick whatever attack is most likely to hit. You will find your militia dwarves often use their bare hands too.
Curious--my understanding that civilian dwarves tend to ignore their weapons-in-hand comes from both the wiki ("Despite their effectiveness, however, a miner who is attacked when he's busy mining will not generally use his pick in combat, unless he is forced to") and my personal experience, in which
I always seem to see my Legendary Miners prefer to lean on their Dabbling Striker skill when confronted by a cougar or magma crab.
Maybe you could have options: civilians carry arms/don't carry arms and civilians wear armour/don't wear armour.
On the negative side, by a.rming everyone means you have much less control over where weapons go once they are produced instead of sitting in little piles, much like clothes as people pick out their favorites, they can't be set aside for other important things like arming traps, decorations and melting . . .
Having them take normal weapons without special conditions might be a bit too much cuz of aforementioned concerns with that interfering with one's proper military and trap making.
Well, in the OP I
did mention that "Players should be able to designate what armor items [types, materials, and quality levels] are free to be claimed by civilians, and which are reserved strictly for active-duty military", but to be fair, it was a longish post and I won't blame anyone for a bit of tl;dr. In my head, I'd planned this working as an additional stockpile tag: Just as Food stockpiles have a toggle that allows/excludes Prepared meals, and Animal stockpiles have one for empty cages, any Weapons and/or Armor stockpile could have one that allows/blocks civilians from claiming the contents of said stockpile. But I
also like the suggestion of having it be an option in the Orders menu, that makes it more user-friendly. Just have all weapons & armor stockpiles default to
allowing civilian use, and the Orders menu default to
not allowing civilian use. That'd result in the same setup as the current game, and players can change it via the easy way (Orders) or the difficult way (Orders + stockpile micromanagement).
As for the Orders options, I personally would like to see . . .
Civilians wear: [no armor] [leather/bone/shell armor] [copper/bronze/iron armor] [steel armor]
Civilians carry: [no weapons] [domestic weapons] [copper/bronze/iron militia weapons] [steel militia weapons]
As a major source of cheap arms is likely to be goblinite, this would be a convenient way to toggle its use for civilians. It pretty much depends on whether or not the military already has access to steel.