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Difference between revisions of "Advanced marksdwarf training guide"
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Revision as of 23:45, 10 May 2015
Marksdwarves are fairly buggy, and often refuse to use archery ranges, or stand in front of them, and fail to fire their crossbows. This guide goes into details explaining known bugs, and getting your Marksdwarves to train properly, as well as going into details regarding various ranged weaponry.
Understanding Ranged Weaponry
In vanilla Dwarf Fortress, the raws define three types of ranged weapons, each with their own skill and ammo.
Ranged Weapons | |||
---|---|---|---|
Ranged Weapon | Ranged Skill | Melee Skill | Ammo |
Crossbow | Marksdwarf | Hammerdwarf | Bolts |
Bow | Bowman | Swordman | Arrows |
Blowgun | Blowgunner | Swordman | Darts |
Of these, dwarfs can only make crossbows and bolts, but can use bows, and blowguns if you recover them from downed enemeis or trade for them. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.
Equipping You Marksdwarfs
The Minimum Outfit
At a minimum, each dwarf requires the following to successfully use the crossbow.
- One crossbow
- One quiver
- One stack of bolts for each markdwarf to fire
Quivers are equipped on the upper body slot. Due to a bug, sometimes they fail to pickup a quiver if wearing heavy armor. A workaround for this is below if you run into it. Wood and metal bolts are generated in sticks of 25. Bone bolts are generated in stacks of 5.
Crossbows
Crossbows can be made out of wood or bone at a bowyers workshop, or out of metal at a metalsmith/magma forge. Metal crossbows can be forged out of copper, bronze, bismuth bronze, iron, steel, or adamantine. Quivers must be made of leather at a leatherworks. The material a crossbow is made out of appears to have no effect on its lethality on ranged bolts. However, if you expect your marksdwarves to end up in melee, they will use their crossbow as a hammer, thus it is recommended to make them out of a dense metal.
Quivers and Bolts
Quivers can hold 25 bolts, and dwarves will pick up multiple stacks if necessary to fill it. In other words, they will successfully pick up five seperate stacks of bone bolts, or 25 seperate bolts if you're using a bolt splitting technique in your fortress. Bolts are collected in last-in-first-out order; that is, dwarves will always go for the newest bolts in your fortress, even if there is an ammo stockpile three steps away from them. Each squad with markdwarves must be assigned ammo; as they deplete it, Dwarf Fortress will automatically add addition ammo to the squad if there are some in the fortress, again following the principle of LIFO.
Avoiding 'Equipment Mismatch' Issues
Miners, wood cutters, and hunters have a"default "uniform". When these labors are enabled, a dwarf will carry the equipment apprioate to that job, making it unavailable for the military, and causing issues if that dwarf is then drafted. In general, its safe to put miners and wood cutters in ranged squads, and hunters in melee squads, as this prevents them from equipped the same type of item twice.
If you are going to draft hunters, clear their labors, and [b]confirm[/b] that your hunter has put his quiver and crossbow away. If you don't, he'll generate equipment mismatches. Furthermore, if a marksdwarf grabs a quiver that was once used by a hunter, and still has bolts in it, they may cause a mismatch which the dwarf itself can not clear. This can be resolved by opening the dwarf in the "k" menu, then open his inventory, find the quiver, and forbid the bolts in it. He'll dump them, and properly reload.
If you don't use hunters, you may want to remove their bolt assignments from the ammunition screen.
Setting your Marksdwarf's barrack
Understanding Possible Training Activates
The first rule of marksdwarf training is you do *not* assign them a normal barrack. If they have that, they will prefer to train as hammerdwarves with their crossbows vs. actually shooting bolts. Furthermore, as the game gives precedence to melee training, they will almost never use an archery range even if one is assigned if they have a choice.
When training, a dwarf has four possible options, which they will take in roughly this order:
- Squad Training - Individual Combat Drill - Spar - Archery Training
Squad training and sparing require multiple dwarfs (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves, training their melee skills while doing so). Except for archery training, dwarves require a standard barracks to conduct any of the above activities. Notably, it is possible to actually train marksdwarves via demonstration, both Crossbow and Archery skills are trainable via demonstrations. By combined this with training orders, it is possible to make Archery Training the only valid option, and thus get them to train consistently.
Building Archery Ranges
Thus, the first step is to build a room with a bunch of archery ranges. I recommend putting them against the left most wall so the shooting direction is automatically correct, but this should work regardless of direction. The room must be large enough that the marksdwarf has a one gap space between them and the target; I just make their "barrack" 10x10, and put an ammo stockpile in it. Notably, and this is a change from previous version is that the dwarf *must* be able to walk up to the the target; placing a channel in front of it will prevent them from training.
Once you build your range, you must define it as a room. Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each. Make sure the shooting direction is correct! In addition, your marksdwarf squad MUST at minimum have train set on each archery target. One dwarf can use one target at any given time.
Repeat this for each range; you'll have 5-10 targets overlapping each other and assigned to your marksdwarves squad (in these screenshots, they are the "Home Guard")
[b]3. The Military Management Screen[/b]
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The 'm' menu is confusing on the best days, but this guide will walk you through it.
The first and default page is the positions page. Ignore it for now, you want to make the right uniform for your marksdwarves, press 'u' to bring up that screen. Do yourself a favor and just delete the default archer uniform. It's wrong and will not work properly.
Create a new uniform, and add the following:
- crossbow (do NOT used individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon) - shield (optional) - leather armor - leather headwear - leather legwear - leather armor - leather legwear
Make sure "exact match" is selected. This appears to fix most of the issues of them not picking up quivers. You might be able to get away with over clothing however.
Here's what it should like if you did it right:
Now press 'p' to go back to the positions menu. When you create the squad, it will ask for a uniform. Normally, this works as you'd expect it, assigning the uniform to an entire squad. However, if done with the captain of the guard position, it will *only* assign to that spot. You can look at the top of the screen to see what your dwarfs will train as (i.e. 10/10 Marksdwarfs). If needed, after selecting your recruits, then switch to the 'e' menu. Select your squad, and then a position, then press 'U' (that's capital U) to bring up the uniform selection screen.
Highlight your crossbow uniform, and press 'Shift-Enter' to assign it to all positions in the squad. If you then check the positions screen, at the top, it will say 10/10 marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers, which is what will happen if you leave it on defaults.
Handling Ammo
We're almost done. Go to the ammo screen.
If you're setting this by hand, here's what to know. Each squad needs the correct ammo. Bolts are assigned on a "per-item" basis, i.e., a given stack of bolts thats marked for training will only be used for training and via versus. Unfortunately, an old bug prevents this from working; if you have multiple ammo types, and some are set Training-only, and others are set combat-only, your marksdwarves *will* get stuck and fail to train, or fail to fire. The only way to get this to work is if all ammo assignments in the fortress are set to both "CT" in the UI.
Switching Bolts Types Reliably
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to dump wooden/bone bolts when you're not training, and then have them load metal bolts for fighting. The easiest way to just use wooden/bone bolts when you're training (setting both CT flags on it in the ammo screen), and when you need them to switch, delete the ammo assignment for the training bolts, dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and add the new metal bolts to the screen. Reverse the process to get them to change back.
Squad Training Orders
Now, for the magic bit that gets them doing nothing *but* training. Open the schedule screen, and look at the orders. The default is "Train, 10 minimium". This is WRONG!
Press x to delete the order. The schedule screen will change to show no scheduled orders.
Press 'o' to pull up the give order screen. Press o until 'Train' is set, and then press + so it shows minimum 1, like this. Then press shift-done to give the order. The screen will look like this:
Now do it again, for the total members of your squad (you CAN give more than 5 orders, you just have to scroll in the orders screen to see it). When you're done it should look like this, after doing it 10 times.
Copy and paste the order to all the months. You can also set Sleep in Barrack at need to increase their training time, though this will raise the stress levels of dwarves in the squad due to tired thoughts.
You're almost done. Activate your squad, and after they finish picking up equipment, watch your bolt supplies vanish as your marksdwarves do nothing *but* archery training.
Why This Works
Squad training and sparing require multiple dwarves (and yes, marksdwarves *will* spar as long as they're novice hammerdwarves). Training, minimum of 1 forces them to work solo. Since they don't have a normal barrack, they can't drill, which leaves Archery Training as the only possible way to train. Since reloading on marksdwarves continues to be erratic, they'll frequently report "No Orders" or similiar once they've finished archery training until the game notices that a given dwarf is out of ammo, in which case they'll go pick up more.
Archery training grants less experience than live fire (8XP per bolt vs. 30XP), but no micromanagement, no hauling, one setup, and you can ignore it until you get that glorious announcement that Urist McMarksdwarf has become an Elite Marksdwarf.
Stopping Melee Charges
The short version: DON'T USE STATION!
When a dwarf has line of sight on an enemy, they'll one of two things, run away, or run up and fight them. While they're running up to the enemy, dwarves will fire bolts if they have any, but then engage the enemy using their crossbows as hammers instead of firing. The easiest way to prevent this is either use fortification pillboxes, with a patrol order that causes them to break line of sight, or defend burrows orders, which will keep them in the area defined by the burrow and prevent them from running up to the enemy.
For patrol routes, marksdwarves *will* not take a Pickup Equipment order as long as they have line of sight on their enemy. Have them go through a door or something, and as soon as they loose sight of the goblin/forgotten beast/demon, they'll immediately go find bolts and reload.
The full effectiveness at Defend Burrow orders at stopping a melee charge is unknown.