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Editing v0.31:Military guide

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*If you want your dwarves to be wrestlers, change their equipment profile in the military menu to include no weapons '''or shields''' (If they have a shield they'll use it to bash enemies which is extremely ineffective). A word of warning: Heat and contamination can transfer through wrestling now, so having your dwarves wrestle fire imps is a good way to get set on fire. Stuck in weapons will also transfer temperature, but not contamination (Technically, the contamination will transfer to the weapon, but the wielder of the weapon won't be affected by it - weapons will only transfer contamination when striking something).
 
*If you want your dwarves to be wrestlers, change their equipment profile in the military menu to include no weapons '''or shields''' (If they have a shield they'll use it to bash enemies which is extremely ineffective). A word of warning: Heat and contamination can transfer through wrestling now, so having your dwarves wrestle fire imps is a good way to get set on fire. Stuck in weapons will also transfer temperature, but not contamination (Technically, the contamination will transfer to the weapon, but the wielder of the weapon won't be affected by it - weapons will only transfer contamination when striking something).
 
*Sometimes your soldiers will stand around in your barracks in civilian clothes, refusing to spar or attend training.  You can keep them from doing this by designating two overlapping barracks and assigning them to both.
 
*Sometimes your soldiers will stand around in your barracks in civilian clothes, refusing to spar or attend training.  You can keep them from doing this by designating two overlapping barracks and assigning them to both.
*Note that when using the specific KILL order, the order does not automatically cancel after the target is killed or otherwise lost. The squad will stand around the last known location until you manually cancel the current kill order or set them a new order.
 
 
*There are now generic "Ranged attack" and "Melee attack" skills alongside weapon specific skills. They stack with weapon specific skills for combat rolls. Additionally, creatures can become "Familiar" with specific items, which improves their roles with them. The message "X has become attached to Y" is not based on this specifically, but it's a good indicator; becoming attached means that the creature will refuse upgrades because they prefer that specific item.
 
*There are now generic "Ranged attack" and "Melee attack" skills alongside weapon specific skills. They stack with weapon specific skills for combat rolls. Additionally, creatures can become "Familiar" with specific items, which improves their roles with them. The message "X has become attached to Y" is not based on this specifically, but it's a good indicator; becoming attached means that the creature will refuse upgrades because they prefer that specific item.
  
 
[[Category: Guides]]
 
[[Category: Guides]]
 
[[ru:Military guide]]
 
[[ru:Military guide]]

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