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Editing v0.34:Danger room
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− | {{quality|Exceptional|23:14, 17 April 2011 (UTC) | + | {{quality|Exceptional|23:14, 17 April 2011 (UTC)}}{{av}} |
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"Danger room" is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]]. This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely). | "Danger room" is a term used to describe a place your dwarves go to be continually poked by [[Trap#Upright Spear/Spike|upright spikes]]. This serves two purposes: first, it trains your dwarves in [[Combat_skill#Equipment_skills|Armor User skill]], [[Combat_skill#Equipment_skills|Shield User]], [[Combat skill|Dodger]], [[Combat skill|Fighter]] and to some extent also [[Combat_skill#Weapon_skills|weapons skills]] (if they manage to block attacks with them). Second, it helps keep your [[doctor]]s' skills from rusting and your [[coffin]] makers busy (rarely). | ||
− | Danger rooms are a useful feature and a great workaround for regular | + | Danger rooms are a useful feature and a great workaround for regular training being too slow. A few people consider this an exploit, because it is incredibly effective. Reported as {{bug|3855}}. |
== Loadout == | == Loadout == | ||
The first design challenge is to provide the proper level of lethality. Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster. | The first design challenge is to provide the proper level of lethality. Do '''not''' use actual spears. Do '''not''' use menacing spikes even if they are made of wood. Only use training spears. Up to ten spears may be placed in a single tile. If you want a lot of coverage and don't have much wood, one will suffice. The more spears are in a tile, the faster a danger room will work. Ten training spears will do just as much damage as one training spear, with the only difference being that bruised ears and broken thumbs might appear a little faster. | ||
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== Access control == | == Access control == | ||
− | The second design challenge is access control. If you want your entire fortress to <strike>spank</strike> face these perils, then put the spikes in a major hallway. If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go | + | The second design challenge is access control. If you want your entire fortress to <strike>spank</strike> face these perils, then put the spikes in a major hallway. If you want only your military to be trained, put them in or behind a barracks, a patrol route, or some other place civilians are unlikely to go. |
== Triggers == | == Triggers == | ||
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=== One Tile, extendable=== | === One Tile, extendable=== | ||
− | If you set the | + | If you set the door to locked, the soldiers will only have the spike tile as their barracks, for great efficiency. They will all stack on this one tile and train. Set the door to ''Internal'' to adjust the size of the barracks as needed. You might have to unlock the door for new squads so they can path to the armor stand once. |
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− | ═════╗ | + | ═════╗ ^ Spikes |
− | ^+♫║ | + | ^+♫║ + Door |
− | ═════╝ | + | ═════╝ ♫ Armor stand |
=== Simple Minimal Manual Danger Room === | === Simple Minimal Manual Danger Room === | ||
− | Create a 1x4 room with each of the four tiles having upright | + | Create a 1x4 room with each of the four tiles having upright spike "traps". A full room will of course require making 40 training spears. As always you can load each tile with less than 10 training spears if you need to, but the more you use the faster they train and considering that you have to use the room manually it makes sense to make the training as fast as possible. Place a door on the room and forbid pets, or pasture all the pets. (See [[#Caveats]] below.) Place a lever outside and link the lever to all four spike sets. |
Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long "patrol" then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room. | Equip your units with full armor, a shield, and ideally make them all wear a cloak to help protect the face. (The cloak will actually stop most of the hits to the body.) Manually order your unit(s) to move to the far tile of the room and lock the door once they're all in. (They won't all move to this tile, but they should move to within 3 tiles of it fitting them all into the room.) (It does not appear to matter if you have a multitude of dwarves packed into 4 tiles.) Add a (P)ull The Lever task to the lever and set it to (r)epeat. Leave the dwarves inside until they start to get unhappy from the long "patrol" then let them leave. This trains the Fighter and Shield skills very quickly. However, if you want to quickly train Weapon skills, make the dwarves unequip the shield before entering the room. | ||
− | A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more "training". | + | A larger than 1x4 room may work better for training dodging but this is unverified. You can easily enlarge your danger room without constructing excessive training spears and mechanisms by installing [[statue]]s along the walls. Dwarves will dodge into statue tiles, then step back out onto the spiked floor for more "training". |
=== Simple Semi-Automated Danger Room === | === Simple Semi-Automated Danger Room === | ||
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}} | }} | ||
− | Please note that, although the bridges cover the up ramps they are still usable; adding another way out is not necessary. Do, however, remove any loose stones or other large objects in the trench | + | Please note that, although the bridges cover the up ramps they are still usable; adding another way out is not necessary. Do, however, remove any loose stones or other large objects in the trench. |
To fill your coinstar room, designate a [[dump]] zone on the top level immediately adjacent to the trench. After making sure that all other dump zones are disabled (and all other refuse is *not* marked for dumping), dump 100-1000 small objects into the pit (more objects = faster training). Once filled, disable the dump zone and verify that your dwarves didn't dump any platinum bars or loose stone into the pit. | To fill your coinstar room, designate a [[dump]] zone on the top level immediately adjacent to the trench. After making sure that all other dump zones are disabled (and all other refuse is *not* marked for dumping), dump 100-1000 small objects into the pit (more objects = faster training). Once filled, disable the dump zone and verify that your dwarves didn't dump any platinum bars or loose stone into the pit. | ||
− | To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact | + | To activate the coinstar room, station a dwarf in the chamber, then have another dwarf {{k|P}}ull the Lever/R, trigger the pressure plate, or engage the repeater. The objects will be flung about in the chamber, hitting your dwarf repeatedly and providing 9 armor-user xp per impact. When training is complete, remove your trained dwarf with a station order (canceling the original station order will cause your trainee to drop any worn out clothes, which might prove deadly to future occupants). |
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− | + | Training a single dwarf at a time is recommended because only the "top" unit in a stack will be hit by flying objects. This method does not train weapons, shield use, or dodging, but it quickly trains Armor User and, more importantly, increases vital stats. There are some advantages to using slightly larger objects (injuries train [[DF2012:Attribute#Willpower|willpower]] and [[hospital]] staff), however [[DF2012:Health_care#Infection|infection]]s from broken ears can prove quite deadly. See http://www.bay12forums.com/smf/index.php?topic=117154.msg3659504#msg3659504 for more information. | |
== Caveats == | == Caveats == | ||
Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. | Note that pets will attempt to follow soldiers into the danger room, getting perforated in the process, and leaving corpses and causing [[thought|unhappy thoughts]]; if there is a refuse stockpile or tomb that the pet can go to, a flood of job cancellation messages may result until the spikes cease their triggering. The same applies if a soldier who is carrying an infant enters the danger room. | ||
− | Pets | + | Pets can be put in a [[pasture]] for their safety -- yes, even the non-grazers. Alternately, having the door to the room set to "Keep tightly closed" prevents ''most'' pet deaths, but one may occasionally slip through. |
To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers. | To deal with the babies, you can either avoid recruiting (married) females into your military, or you can create male-only squads which you send into the danger room. Once you have dwarves who are very experienced in dodging and shield use, they will be able to train other dwarves much faster than if you simply have beginners training with each other. You can disband your male-only squads when the males are experienced enough, and mix them into all of your squads so that they can help train the rest of the soldiers. | ||
− | Some players consider children a waste of resources. Letting them get speared does provide extra practice for your medical dwarves, but you'll also need extra tombs, and to make sure there's enough alcohol on hand so the parents can quickly drown their sorrows - legendary fighters cause | + | Some players consider children a waste of resources. Letting them get speared does provide extra practice for your medical dwarves, but you'll also need extra tombs, and to make sure there's enough alcohol on hand so the parents can quickly drown their sorrows - legendary fighters cause legendary tantrum spirals. |
− | == | + | ==Exploitation of danger rooms== |
If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes. | If you are not averse to cheating-by-modding, change the required skill for a weapon in the weapon raw text. Dwarves will gain that skill while in a danger room at the same prodigious rate. In this way it is possible to train legendary marksdwarves or even teachers using training axes. | ||
− | + | It's also possible to train [[Swimmer|swimming]], by arranging a means of flooding your danger room and locking your military within. | |
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{{Military}} | {{Military}} | ||
+ | {{Category|Military}} |