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Editing v0.31 Talk:Ambusher

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* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).
 
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).
 
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]
 
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]
::i found out why it was, btw; known issue 0000605 - "When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely". my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)
 
  
 
==Old Information==
 
==Old Information==
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:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)
 
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)
 
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)
 
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)
 
== Effect of Skill Levels? ==
 
Does anyone have any idea what happens as the skill gets higher? --[[User:Romeofalling|Romeofalling]] 19:45, 2 October 2010 (UTC)
 
 
:High skill, faster sneaking, less likely to be detected even after a few rounds of combat. At max, sneaking movement rate has no penalty, and it's possible to punch a colossus for a good couple of minutes before he notices you. Ranged ambushers probably make the most of this due to distance, esp with interference from melee squadmates.
 
: It's still kind of broken though (as of v.16), hostiles will still close in even if they don't detect the ambusher, and may attempt to swing, but usually miss. Also, fleeing NPCs and creatures will still run directly away from you even if unable to detect you. [[User:Uzu Bash|Uzu Bash]] 16:42, 13 October 2010 (UTC)
 
:: Well, imagine you're a giant hulking monster walking through the forest and suddenly an arrow flies out at you. Would you stand there dumbly, continue on your way, or go in the direction the arrow seemed to come from and try to root out the source of it? It feels like it's going against standard game mechanics, but this behavior is actually quite realistic for those more likely to fight than flee. No comment on panicked, fleeing people, though you'd imagine thieves might be so overly paranoid that a sound or split-second sighting that others might shrug off would catch their attention enough for their cowardly selves to get out of there. --[[User:Twilightdusk|Twilightdusk]] 00:22, 24 November 2010 (UTC)
 
::: It's more broken than simply homing in on the direction of ranged attacks; hostile NPC's and monsters move toward sneaking adventurers, and timid NPC's and animals flee away, even with no plausible environmental stimulus. Your comments don't show much familiarity with how it actually functions in adventure mode. [[User:Uzu Bash|Uzu Bash]] 22:07, 25 November 2010 (UTC)
 
 
== Freebies ==
 
 
Started out with an Ambusher/Marksman in v.18, and my hunter came with bismuth bronze equipment (crossbow and mail) and was packing silver bolts, not just leather and wood.
 
 
:Running 0.31.25, and an immigrant hunter had a steel crossbow and bronze bolts.  Personally I think the freebie section should be changed to say they get "metal bolts" instead of "steel bolts" as it currently reads, since you won't always get steel.  [[User:Krenshala|Krenshala]] 05:28, 5 January 2012 (UTC)
 
 
== Natural resource depletion ==
 
 
After some time of hunting new huntable animals stop to appear on the map. Is there some information on what triggers it?
 
I had made a fort in Joyous Wilds, and animals killed before new ones stopped appearing were 2 Cougars, 13 Unicorns and 16 Groundhogs.
 
Trigger factor was not population - animals stopped to appear between two immigration waves.
 
I didn't do much mining, just a 5x5 room for chairs/tables/beds.
 
It might be related to a number of killed animals or to a wealth. Had anybody done some Science on this subject?
 
 
 
 
I've figured out that animals seem to come in groups. When you kill and/or cage all the members of a group, another one will instantly spawn randomly on the edge of the map... above or below ground, and potentially hostile.
 
 
I've also noticed Hunters will hunt anything marked as a "Wild Animal", which, much to my annoyance, can include Giant Cave Spiders and other deadly animals. They'll also fire at anything that looks threatening enough, like your Military does. [[Special:Contributions/107.9.22.199|107.9.22.199]] 02:44, 4 July 2011 (UTC)
 
 
 
== Possible D for Dwarf section ==
 
 
Hunters can drown when trying to kill capybaras. Mine just did. T_T<br>
 
Joke aside, it might be interesting to point out that dwarves may be dumb enough to drown when ambushing amphibious creatures. Inb4 [[fun]]. --[[Special:Contributions/217.21.25.130|217.21.25.130]] 19:58, 8 February 2012 (UTC)
 

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