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Author Topic: Fully Mobilized Dwarf Combat Population  (Read 2648 times)

Mechanixm

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Re: Fully Mobilized Dwarf Combat Population
« Reply #15 on: September 06, 2011, 02:39:34 pm »

I am currently enjoying putting a single dwarf in to a danger room and getting him up to legendary in a couple of skills.  Then I send him out alone to handle the hordes of demons knocking on my gates.

It's a FUN and effective way to get rid of worthless Dwarfs.

Nil Eyeglazed

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Re: Fully Mobilized Dwarf Combat Population
« Reply #16 on: September 06, 2011, 04:40:41 pm »

You can have full militarization.  You can assign labors to weaponlords when they're not on duty.  You just have to reassign the labors frequently.  DT makes the process easier, but isn't necessary.  Lords don't seem to get bad thoughts from deactivation, not as long as they have novice+ non-military skills (I had a forge limited to dabblers running iron bolts nonstop, and weaponsmithing enabled on everyone, more for moods than for bad thoughts.)

In my research, I've found that the fastest dwarves move about twice as fast as generic dwarves, not three times as fast.  They move about three times as fast as the slowest (non paraplegic) dwarves though.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

MarcAFK

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Re: Fully Mobilized Dwarf Combat Population
« Reply #17 on: September 07, 2011, 01:16:42 am »

Trust Nil when he says that, he's done pretty extensive testing on creature move speed for that Clock/computer of his.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Qwernt

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Re: Fully Mobilized Dwarf Combat Population
« Reply #18 on: September 07, 2011, 02:34:16 am »

A properly fitted danger room can train any given number of dwarves to Legendary +5 in shield user and fighter, OR dodge and fighter, OR a weapon skill, shield user, and fighter, and takes somewhere on the order of in-game days.  With 10x training spears in an upright trap, with a recycle rate of one jab per 200 ticks, you have 1,200 ticks a day and 6 jabs per day.  For those paying attention, that's once every 4 hours.  Each jab will level up a zero skill by as much as 2-3 whole levels, and once you get to level 5-ish then it's 1-2 levels, and around level 10 it starts to take 1-2 jabs per level, and progresses further.  Even with that in mind, you can pretty much cap out a dwarf's skills within a week, longer if you stagger their equipment.  A level 20 shield user will rarely dodge.

It's extremely hax, but it's very nice to have one around in case of emergency.  Military just died to FB syndrome from 3 years ago?  Goblin bowmen just show up?  Grab that Urist McMigrantLyeMaker, toss him in copper, and turn him into a killer in the time it takes the greenskins to walk from the map's edge to the front gate.
Actually, it isn't too hard to get shield, weapon, and dodge.  Just train shield first.  When legendary, take the shield away  and given weapon.  IF you get weapon legendary before dodge, take away the weapon, else just wait longer (hasn't failed me).

I found miners train faster in danger rooms than actually mining.  Though it does require armor (which can take a while to get setup depending on mineral content).
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Girlinhat

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Re: Fully Mobilized Dwarf Combat Population
« Reply #19 on: September 07, 2011, 02:56:27 am »

Let's just be clear here, that "armor" is "kitten leather robe" because apparently the robe protects the entire body, and training spears are too weak to penetrate.

MarcAFK

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Re: Fully Mobilized Dwarf Combat Population
« Reply #20 on: September 07, 2011, 07:21:33 am »

man i wish i had a kitten leather robe, they're so soft!
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Jurph

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Re: Fully Mobilized Dwarf Combat Population
« Reply #21 on: September 07, 2011, 08:48:52 am »

Grab that Urist McMigrantLyeMaker, toss him in copper, and turn him into a killer in the time it takes the greenskins to walk from the map's edge to the front gate.

The hours approaching, to give it your best
You've got to reach your prime.
That’s when you need to put yourself to the test
And show us a passage of time
Were going to need a montage (montage!)


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Dreambrother has my original hammer-shaped Great Hall.  Towerweak has taken the idea to the next level.

Endiqua

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Re: Fully Mobilized Dwarf Combat Population
« Reply #22 on: September 07, 2011, 09:39:11 am »

Well, if we hear any inspirational power chords, we'll just lie down until they go away.
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DF sets out a challenge to us with no explanation and no assistance, and each time we fail it becomes more merciless, but we continue in the hopes that we can show it, "See?  I'm doing good, right?  I kept the little men alive!  You're proud of me, right?"

ohgoditburns

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Re: Fully Mobilized Dwarf Combat Population
« Reply #23 on: September 07, 2011, 11:49:25 am »

Let's just be clear here, that "armor" is "kitten leather robe" because apparently the robe protects the entire body, and training spears are too weak to penetrate.

Until it degrades. Then your doctors get some training.
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The landscape routinely being soaked in flammable fluids somehow seems less than benevolent.

Qwernt

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Re: Fully Mobilized Dwarf Combat Population
« Reply #24 on: September 07, 2011, 05:16:21 pm »

Let's just be clear here, that "armor" is "kitten leather robe" because apparently the robe protects the entire body, and training spears are too weak to penetrate.

Huh.  And I always wait till I have at least copper full body protection + a robe...
doh.
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