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Editing v0.34:Cross-training

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There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.
 
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.
 
  
 
==Cross-training (starting a reserves program)==
 
==Cross-training (starting a reserves program)==
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Strength, Toughness, Endurance, Willpower, Kinesthetic Sense
 
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense
 
====Boiler-room ([[furnace operator]])====
 
Boiler-room training makes use of a bug where [[chest]]s cannot be properly [[melt]]ed.{{bug|2493}} Build several [[magma smelter]]s (or use those already built for your [[metal industry]]), add "melt object" jobs on repeat, and designate an equal number of metal chests for melting. Trainees with furnace operating enabled will haul a chest to a smelter and try melting it repeatedly, gaining experience each time. As a slightly less [[exploit]]y option, melting metal bars also provides furnace operating experience, though the bars will need to be re-designated for melting each time (an auto-melt stockpile can make this much less tedious).
 
 
'''Pros:'''
 
*Easy to set up.
 
*Requires no continuous oversight on your part.
 
*Beneficial for fps, chest-melters consume, produce and move nothing.
 
*Somewhat fast training; dwarves reach legendary in two years.
 
 
'''Cons:'''
 
*Requires access to [[magma]].
 
*Generates nothing useful other than the increased attributes of the trainee.
 
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).
 
.
 
'''Attributes Trained:'''
 
 
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense
 
 
====Swimming Pool ====
 
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of "encouraging" your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves.
 
 
'''Pros:'''
 
*Cheap to set up
 
*Automates training of idle dwarves without interfering with actual work
 
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation
 
*Swimming skill can occasionally save a dwarf's life
 
'''Cons:'''
 
*Generates no wealth
 
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).
 
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics
 
'''Attributes Trained:'''
 
 
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense
 
  
 
====Artillery proving ground ([[siege operator]])====
 
====Artillery proving ground ([[siege operator]])====
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The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick|picks]] can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.<br>
 
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick|picks]] can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.<br>
 
'''Pros:'''  
 
'''Pros:'''  
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats
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*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats
 
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important.
 
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important.
 
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.
 
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.
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*Works quickly
 
*Works quickly
 
*Trees regrow
 
*Trees regrow
*Provides useful lumber to carpenters, charcoal makers, etc.
+
*Provides useful lumber to carpenters, charcoal makers, etc  
 
*Can cause problems with elves
 
*Can cause problems with elves
 
'''Cons:'''
 
'''Cons:'''
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'''Cons:'''
 
'''Cons:'''
 
*Requires somewhat complex setup
 
*Requires somewhat complex setup
*Weaving is a [[moodable]] skill--and not a particularly desirable one
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*Weaving is a [[moodable]] skill--and not a particularly desirous one
  
 
'''Attributes Trained:'''
 
'''Attributes Trained:'''
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Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarves will now go to "Individual Combat Drill" rather than standing around timewasting.
 
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarves will now go to "Individual Combat Drill" rather than standing around timewasting.
  
Note: if you're feeling cheap, training squads can be set to "No Uniform". This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields and leather armor, as this will allow dwarves to gain the shield user and armor user skills.
+
Note: if you're feeling cheap, training squads can be set to "No Uniform". This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields and leather armour, as this will allow dwarves to gain the shield user and armour user skills.
  
 
===Overview===
 
===Overview===

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