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Author Topic: Migrant skills  (Read 814 times)

XenoZergie

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Migrant skills
« on: April 04, 2010, 03:16:08 pm »

Toady wasn't kidding when he said he gave migrants more starting skills.

I've got a Woodworker that arrived as a High Master Bowyer... but he's also an Expert Bone Carver?

I've got a Farmer that arrived as a Talented Lye Maker, and also a Novice Bowdwarf, Novice Archer (?!), and Novice Trapper?  What on earth is the difference between Bowdwarf and Archer?!

Would it be possible to have all those extra skills in their actual area of expertise instead of this bizarre shotgun approach?
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Salabasama

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Re: Migrant skills
« Reply #1 on: April 04, 2010, 03:18:54 pm »

I don't think bowdwarf is meant to exist...  They never could use bows before, and yet I do remember seeing "Bowdwarf" in the raws.
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I keep thinking glacier fortress would be fun, but it always ends up as cave layer fortress.

Interus

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Re: Migrant skills
« Reply #2 on: April 04, 2010, 03:27:34 pm »

I think it's more to adjust for the fact that people would get dwarves that had skills that are useless to them.  Would you really want a dwarf with skills in milking, gathering, and cheesemaking if you don't need surface herbs and don't have a cheese industry?  The dwarf can only be doing one task at a time anyway, and having multiple skills means they might be useful in a wider variety of industries.  And sometimes they'll show up with military skills which is nice when you already have a bunch of people.

Of course, it also seems like all skills are slightly more useful too.
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jsnlxndrlv

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Re: Migrant skills
« Reply #3 on: April 04, 2010, 03:35:17 pm »

Pretty sure the Bowdwarf excels at wearing ribbons on the head.
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Nexii Malthus

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Re: Migrant skills
« Reply #4 on: April 04, 2010, 03:39:44 pm »

I don't think bowdwarf is meant to exist...  They never could use bows before, and yet I do remember seeing "Bowdwarf" in the raws.

You can give any weapon to your military dwarfs now. So it makes a lot of sense.

Novice Archer (?!)

Archer is a general skill that covers ranged weaponry. Just like Fighter skill covers melee stuff.

Shinziril

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Re: Migrant skills
« Reply #5 on: April 04, 2010, 03:41:33 pm »

I think "Archer" is like "Fighter", it's a "generic" skill for ranged attacks that allows training with one weapon (say, a crossbow) to make you more skilled with a different weapon (throwing rocks, or a bow, or a blowgun, etc).  Fighter is the same for melee attacks.  (At least, that's what would seem reasonable, but I could be completely wrong.  Ah, the joys of science!)

EDIT: Ninja'ed
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Quote from: lolghurt
Quote from: Urist McTaverish
why is Dwarven science always on fire?
Because normal science is boring

Scarpa

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Re: Migrant skills
« Reply #6 on: April 04, 2010, 04:46:36 pm »

This was added in at the very end according to the dev log.
Quote
I also ended up making reclaim civilian, at least for now, since there were too many issues with starting out a bunch of pre-made squads. This also messed up soldier migrants, but I've compensated for that by giving migrants higher and more varied skills in general, including the skills of a former soldier at times.

I got a High Master Fish Dissector that was also an Accomplished Surgeon. Another migrant was a Accomplished Glassmaker in addition to Proficient Axedwarf/Fighter/Shield User/Armor User but then I lost him to a strange mood. :(
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