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Author Topic: Suitable Justice "weapons"  (Read 11697 times)

hudders

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Suitable Justice "weapons"
« on: November 14, 2011, 07:03:19 am »

So, I realise that arming my fortress guards is a necessity so that they don't inadvertently kill criminal Dwarves with their bare hands, and I realise that the recommended solution is to arm them with crossbows.

However, one of my Dwarves recently made an artifact bone mace. Would this be a suitable weapon for the captain of the guard? Looking at the wiki, I'm not entirely sure whether bone is better or worse than wood when used as a club.

This thread: Weapon research seems to skip over the idea of non-metal weaponry.
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Reudh

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Re: Suitable Justice "weapons"
« Reply #1 on: November 14, 2011, 07:19:11 am »

Artifact = x12 in quality, and therefore strength. A masterwork weapon is roughly 1/3 the strength of an artifact weapon of the same material.

Ideally, you'd want to give him either an adamantine warhammer (pretty much just a rubber hammer, due to its density) or a no quality wooden one.

imperium3

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Re: Suitable Justice "weapons"
« Reply #2 on: November 14, 2011, 07:28:19 am »

Dwarves being killed by unarmed beatings are quite rare, and it's only happened to me a couple of times (and on one occasion the tantruming bastard deserved it).

On the other hand the time when I accidentally gave my CotG a bronze pick, now THAT was entertaining...
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Dsarker

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Re: Suitable Justice "weapons"
« Reply #3 on: November 14, 2011, 07:29:06 am »

Training weapons, training weapons, training weapons.
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Re: Suitable Justice "weapons"
« Reply #4 on: November 14, 2011, 07:44:11 am »

Training weapons, training weapons, training weapons.

I think the term you're looking for is candy hammers and maces.

Or, if your a cruel dictator like me give them steel axes, full fill no mandates and watch hilarity ensue.






...or build a jail...
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Dsarker

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Re: Suitable Justice "weapons"
« Reply #5 on: November 14, 2011, 07:45:32 am »

Just give them a good dose of the cat. That'll solve any discipline problems.


Hmmmm...How to mod a cat o' nine tails into the game....
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Kogut

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Re: Suitable Justice "weapons"
« Reply #6 on: November 14, 2011, 07:51:00 am »

Artifact = x12 in quality, and therefore strength.
Untrue.
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Alastar

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Re: Suitable Justice "weapons"
« Reply #7 on: November 14, 2011, 08:11:49 am »

Not original, but I like featherwood crossbows because they work on genuine threats without being excessively harsh on petty criminals (actually safer than training weapons - no hits with a low contact area).
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mathi

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Re: Suitable Justice "weapons"
« Reply #8 on: November 14, 2011, 08:49:19 am »

I gave my captain a Exceptional Candy Mace. It's the same guy as the Chief Medical Dwarf, and he seems to enjoy keeping himself busy! Doesn't stop until his victim is all yellow and brown.
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DS

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Re: Suitable Justice "weapons"
« Reply #9 on: November 14, 2011, 11:12:16 am »

In my experience, even a candy mace can be lethal in the hands of a competant dwarf. An artifact bone mace is much more likely to score a kill - I'd personally avoid giving a CotG any weapon above base quality, no matter the material.
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melphel

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Re: Suitable Justice "weapons"
« Reply #10 on: November 14, 2011, 11:20:17 am »

Artifact = x12 in quality, and therefore strength. A masterwork weapon is roughly 1/3 the strength of an artifact weapon of the same material.

Ideally, you'd want to give him either an adamantine warhammer (pretty much just a rubber hammer, due to its density) or a no quality wooden one.
Quality is NOT the same as strength.
Artifacts' quality modifier allows them to be worth more than other items.  The only thing artifact quality does combat-wise is increase hit/block modifiers.  Artifacts get a 3x modifier (as opposed to a 2x modifier for masterworks, and a 1x modifier for everything else).

As for arming the sherrif/CotG, I never understood why people give him anything at all.  Adamantine may weigh as much as paper, but it is harder than diamond and suffers no deformation.  I just appoint a weak dorf, leave them unarmed, and let them punch 'criminals.'
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hudders

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Re: Suitable Justice "weapons"
« Reply #11 on: November 14, 2011, 11:30:34 am »

As for arming the sherrif/CotG, I never understood why people give him anything at all.  Adamantine may weigh as much as paper, but it is harder than diamond and suffers no deformation.  I just appoint a weak dorf, leave them unarmed, and let them punch 'criminals.'

The wiki says:

Quote
It is important to equip dwarves with weapons as an unarmed guarddwarf can easily kill a peasant by suffocating him.

Perhaps this page needs updating if this isn't the case?
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Gizogin

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Re: Suitable Justice "weapons"
« Reply #12 on: November 14, 2011, 11:32:07 am »

I don't see why everyone is so down on jailing dwarves.  Sure, it takes up a lot of space and resources, and imprisonment can have a much more drawn-out impact on morale, and...
Oh, right.

I usually end up appointing my best miner to the position of captain of the guard, because of some weird roleplaying stuff I do, which is why I now always build a jail.  Delivering justice with a *steel pickaxe*, though hilarious to watch, is detrimental to the overall strength of a fortress.
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hudders

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Re: Suitable Justice "weapons"
« Reply #13 on: November 14, 2011, 11:48:47 am »

If you have a jail, will the guards never use their weapons? Are beatings only ever delivered in the absence of alternative forms of punishment?
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Di

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Re: Suitable Justice "weapons"
« Reply #14 on: November 14, 2011, 12:06:37 pm »

Some of my dwarves have both jail and beating appointed. I wonder what will be first. As for unarmed guards, bare fists seem more deadly than any training weapon to me, never saw them going Gomer Simpson style though.
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