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Difference between revisions of "40d Talk:Ambusher"

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m (moved Talk:Ambusher to [[Talk:40d:Ambusher]]: 40d namespace migration)
m (moved Talk:Broken/40d\x3aAmbusher to 40d Talk:Ambusher: Fixing talk page name (014/738))
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Revision as of 21:40, 8 March 2010

Unconscious spotters?

The article states that you can be seen by an unconscious creature when standing next to it, yet I always get back into sneak mode as soon as I get an enemy unconscious, and it always has worked, as did passing right next to an unconscious creature. Never got a chance to gouge out eyes in the new version, but in the old DF, I could start sneaking very close to a cyclops, about three tiles, maybe two, which is more than close enough for him to normally see you and prevent you from sneaking. I'd like someone to confirm this, but I'm fairly certain the part about unconscious creatures is false. --Ryke Masters 20:45, 2 December 2007 (EST)

Yeah, I'm pretty sure that statement is false. I'll remove it in a day unless anyone thinks it true. --Karlito 00:55, 3 December 2007 (EST)

The "hunting" skill link redirects to this page, which is kind of useless. Mindsnap 15:49, 6 December 2007 (EST)

Well, there is no hunting skill, and hunters all use Ambushing. I figure there ought to be some sort of "activity" page that describes how to hunt, equipment, products, risks, etc - where should that be, though? Not here, although there should probably be a link from here to it. Kidinnu 14:23, 7 December 2007 (EST)

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Well, my hunters keep catching things then my butcher won't do anything with it.

if I am chasing a "foo" what is the sequence to follow to get from: 1 hunter 1 foo 1 Butcher's shop 1 butcher 1 kitchen

to "food"? TIA GarrieIrons 10:06, 4 January 2008 (EST)

Provided the hunter is bringing the corpses back to camp (does one need a refuse pile for this? I forget), then the butcher should automatically butcher it, turning it into meat, bones, a skin, a skull, fat, and "chunks", which are inedible. Fat can be rendered into tallow in the kitchen, which can then be cooked into a meal. (Mmm, horse tallow roast.) Meat can be eaten raw, so you don't need to cook it.--Maximus 12:46, 4 January 2008 (EST)
From what I have noticed they will bring the kill straight to the butchers shop but if they drop it to drink or whatnot you can p lace a refuse pile under the corpse and the butcher will go out and get it. Or you could chain pile it to a refuse pile right next to your butcher shop if you have extra hands about. Jikor 06:54, 24 January 2008 (EST)

Lack of prey

is there something I can do to get more work for my hunters? I have started drafting them all to the millitary becuase they already have armour and a bow when they turn up! GarrieIrons 07:30, 30 January 2008 (EST)

Well, if you have few/no spawning animals on your map, then making them marksdwarves is by far the best option, as the only alternative really, is training them in a new profession. --Edward 22:05, 30 January 2008 (EST)

go get him

Nothing more fun than watching your unarmed hunter chase and wrestle a groundhog to death *laugh*. *note to self: when making a hunter always check for weapon preference* --Koltom 09:00, 19 February 2008 (EST)

I'm seeing the same thing. Although, in my case, all three of my hunters were set up with crossbows and quivers. Initially, they ran out of bolts. No worries except that now, although their weapon choice is set to crossbow, they won't pick one up. I've tried changing their jobs, changing their military status, and none of it makes a difference as best I can tell. Now, they don't even pick up the crossbow or quiver, let alone ammo.
And, in my case, it's beating up Elks and Muskoxes... tough dwarves. -Fuzzy 01:09, 31 August 2008 (EDT)
Personally, I liked seeing my hammer-equiped hunter whacking horses and other large animals so hard they go flying through the air :) Iapetus

Exhausted animal supply

Through my use of several hunters on round-the-clock 'killing everything in sight' duty It appears that no more animals spawn on my map. I really wish I could hunt some gorilla for a more balanced dwarf diet aside from dogmeat. --Jemulov 13:41, 26 October 2008 (EDT)

How many bolts?

On this page it says that immigrating hunters arrive with a stack of 30 steel bolts. However, I've got a stack of 34 lying right here, which means they bring more, though I think the stack is partly used.

It's been a while since I've had a hunter or marksdwarf arrive; can anyone check how large a stack they each bring (and is it the same for both)?--Maximus 12:28, 31 October 2008 (EDT)

Okay, 36 for a hunter. Might be more for a marksdwarf.--Maximus 00:46, 4 November 2008 (EST)
38 for another hunter. So I'll call it 30 to 40, pending further information.--Maximus 13:10, 12 November 2008 (EST)

Hunting Labor and sleeping prefs

I was lucky enough to land a fortress with absolutely no huntable animals, as a result I took the opportunity to give my dwarves all leather armor and enable hunting for them, this turned out rather splendidly for the next siege, but as a long term plan, seems to run into the issue that when hunting is enabled dwarves seem to have nothing against sleeping wherever they wish, causing negative thoughts... this isn't specifically tied to the Ambusher skill, it is a side effect of the hunting labor, so I'm wondering if anyone would care to bring in Hunting as its own category, or if someone simply wanted to append that information to the Ambusher article.

--Stalinbulldog 21:40, 9 March 2009 (EDT)

===And Dehydration!===
In addition to the sleeping anywhere and getting cranky because of it, I just had one of my hunters land in my barracks and pass out - with the dehydrated status. My current fort involves a lot of obsidian/mudstone on the surface, a river, and scant murky pools out where undead are constantly spawning. Does the scarcity of the water on the surface mean that the hunter won't even think about going to known water sources when they're thirsty? I think the hunting labor code needs to be altered slightly to consider beneficial actions for the dwarf doing the hunting. Reroute to do these actions between combats: Restock ammunition when depleted; Drink when thirsty; Eat when hungry. As far as I can tell, the hunting labor takes over the pathing of a dwarf without considering the dwarf, and in my poor hunters case, much to his detriment. Jaaz 20:55, 8 August 2009 (UTC)

Equipment

I'm confused, I know if you start a fortress with an ambusher as one of your dwarves, he gets a crossbow, some bolts, and leather armor. But what happens if you assign some random dwarf to it? Will he pick up a crossbow and leather armor? I just want to know if I'm wasting my time making him equipment he might not use --Smartmo 01:14, 2 May 2009 (UTC)

Alright I just checked, they will use whatever weapon/armor you set in the military menu. Gonna add that to the main page. --Smartmo 16:44, 2 May 2009 (UTC)

Verified --Mithra 04:29, 6 May 2009 (UTC)