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Difference between revisions of "40d Talk:Hammerer"
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Just fended off my second invasion of goblins first with trolls.(I love cage traps though they are very undwarfy) | Just fended off my second invasion of goblins first with trolls.(I love cage traps though they are very undwarfy) | ||
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer previously. I'd like to give him a hammer (a weak one) for the good work I'm happy he had done. My point is that he'll help fighting, possibly having something in common with a soldier. Imagine nobles having this thingie, carrying axes or swords with them, having some skill in combat which was learned at some elite noble school where they also learned how to be noble like and an asshole as we all know they often are.--[[User:Seaneat|Seaneat]] 12:29, 15 January 2010 (UTC) | He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer previously. I'd like to give him a hammer (a weak one) for the good work I'm happy he had done. My point is that he'll help fighting, possibly having something in common with a soldier. Imagine nobles having this thingie, carrying axes or swords with them, having some skill in combat which was learned at some elite noble school where they also learned how to be noble like and an asshole as we all know they often are.--[[User:Seaneat|Seaneat]] 12:29, 15 January 2010 (UTC) | ||
+ | :Curriculum outline of Hammerfell Dwarvenhome Academy for the Exceptionally Long-Bearded Youths: | ||
+ | :*Mandates 201: Proper specification of mandates and production requests | ||
+ | :*Mandates 202, 301: Identifying resource deficiencies | ||
+ | :*Mandates 302, 401: The econo-judicial equity | ||
+ | :*Civics 101: General techniques of addressing social inferiors | ||
+ | :*Civics 102: The aristocratic legal code | ||
+ | :*Civics 201, 202, 301, 302: Exemptions from labor and military duty under the aristocratic code | ||
+ | :*Psychology 101: Introduction | ||
+ | :*Psychology 102, 201, 202: Manipulative strategies | ||
+ | :*Psychology 301, 302: Truth enhancement | ||
+ | :*Psychology 401, 402: Intimidation and trade | ||
+ | :*Economy 101, 102: Household appraisal | ||
+ | :*Economy 201, 202: Comparative household appraisal in relation to social status | ||
+ | :*Economy 301, 302, 401, 402: Status-appropriate interior design | ||
+ | :*War 401, 402: Status appropriate security planning | ||
==Avoiding a Hammering== | ==Avoiding a Hammering== | ||
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:A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;) [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC) | :A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;) [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC) | ||
::Heheh. Yeah, actually, "abomination" is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who "doesn't care about anything anymore" will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding. [[User:Mythsage|Mythsage]] 9:23, 29 August 2009 (UTC). | ::Heheh. Yeah, actually, "abomination" is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who "doesn't care about anything anymore" will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding. [[User:Mythsage|Mythsage]] 9:23, 29 August 2009 (UTC). | ||
+ | :::Makes sense though. Wonder if it's like that for other-nondependant races, like elves or humans. This requires testing... FOR SCIENCE! [[Special:Contributions/97.103.188.15|97.103.188.15]] 06:48, 7 February 2010 (UTC) | ||
=Change in text= | =Change in text= | ||
I admit it, I made the article more dwarfy.--[[Special:Contributions/98.155.18.87|98.155.18.87]] 09:17, 3 January 2010 (UTC)<br /><br />After adding non-factual info, please add the D for Dwarf tag onto the article. --[[Special:Contributions/83.183.127.178|83.183.127.178]] 17:49, 4 January 2010 (UTC) | I admit it, I made the article more dwarfy.--[[Special:Contributions/98.155.18.87|98.155.18.87]] 09:17, 3 January 2010 (UTC)<br /><br />After adding non-factual info, please add the D for Dwarf tag onto the article. --[[Special:Contributions/83.183.127.178|83.183.127.178]] 17:49, 4 January 2010 (UTC) |
Latest revision as of 21:47, 8 March 2010
Dump the hammer[edit]
I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- Raumkraut 13:56, 7 April 2008 (EDT)
- Nice find, why not add that to the article?--Richards 03:00, 21 April 2008 (EDT)
- You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- Rkyeun 17:18, 23 October 2008 (EDT)
- I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment. And tear their heads off with his jaws, walking around with dwarf chunks in his mouth. A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --Sowelu 02:19, 27 November 2008 (EST)
- It seems unlikely. A hammerer who lost both his arms would also be losing consciousness constantly.--Maximus 03:46, 27 November 2008 (EST)
- is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying "smelter cancels melt a metal object: needs melt-designated item".
- Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden. They will, however, dump an object that's being carried/worn. So try unforbidding the hammer and marking it for dumping. When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --LegacyCWAL 12:01, 6 March 2009 (EST)
- yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/ thank goodness i built that prison block! xD
- Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --Paradigmlost 13:45, 8 March 2009 (EDT)
- yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x] bit too late, but.. better late than never :] --DJ Devil
- i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the Stone management wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen. --DJ Devil
Arrives with Baron[edit]
Can anyone verify this?--Richards 03:00, 21 April 2008 (EDT)
- I've had this happen recently; that is, the hammerer and baron arriving together. I've only had a baron arrive once, however, so this is hardly conclusive. Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--Dadamh 14:59, 30 May 2008 (EDT)
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --Rep 22:04, 13 April 2009 (UCT)
- The Baron may be promoted (or displaced by order of noble rank) into/by the Count (From the baron article) (And don't forget to sign your message :P) --Karl 22:28, 13 April 2009 (UTC)
Finished off a goblin invader[edit]
Just fended off my second invasion of goblins first with trolls.(I love cage traps though they are very undwarfy) He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer previously. I'd like to give him a hammer (a weak one) for the good work I'm happy he had done. My point is that he'll help fighting, possibly having something in common with a soldier. Imagine nobles having this thingie, carrying axes or swords with them, having some skill in combat which was learned at some elite noble school where they also learned how to be noble like and an asshole as we all know they often are.--Seaneat 12:29, 15 January 2010 (UTC)
- Curriculum outline of Hammerfell Dwarvenhome Academy for the Exceptionally Long-Bearded Youths:
- Mandates 201: Proper specification of mandates and production requests
- Mandates 202, 301: Identifying resource deficiencies
- Mandates 302, 401: The econo-judicial equity
- Civics 101: General techniques of addressing social inferiors
- Civics 102: The aristocratic legal code
- Civics 201, 202, 301, 302: Exemptions from labor and military duty under the aristocratic code
- Psychology 101: Introduction
- Psychology 102, 201, 202: Manipulative strategies
- Psychology 301, 302: Truth enhancement
- Psychology 401, 402: Intimidation and trade
- Economy 101, 102: Household appraisal
- Economy 201, 202: Comparative household appraisal in relation to social status
- Economy 301, 302, 401, 402: Status-appropriate interior design
- War 401, 402: Status appropriate security planning
Avoiding a Hammering[edit]
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--Pyrite 07:45, 18 December 2008 (EST)
- Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided post facto that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.
- Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -Fuzzy 09:04, 18 December 2008 (EST)
- In 40d, there is no way to avoid a hammering. As a test, I deliberately violated an export ban, and 4 dwarves were found guilty - two were jailed, and the other two received 5 hammerstrikes each, even though I had 24 unoccupied jail cells and 20 active fortress guards. --Quietust 18:19, 19 November 2009 (UTC)
- You can delay a hammering (almost) indefinitely by locking the hammerer in a madhouse. --LaVacaMorada 21:14, 19 November 2009 (UTC)
- No, Fuzzy's method works 100% for me in 40d. If you do not have a sheriff or captain of the guard, the Hammerer will just putz around like a normal noble, and criminals will never be punished, ever. The Hammerer only activates if you have a law enforcement noble designated, and they fail to jail someone fast enough. No sheriff/captain of the guard means no hammerings (or jailings, or beatings), ever. It's an obvious bug/oversight, but it does work. --Arrkhal (not logged in)
- In 40d, there is no way to avoid a hammering. As a test, I deliberately violated an export ban, and 4 dwarves were found guilty - two were jailed, and the other two received 5 hammerstrikes each, even though I had 24 unoccupied jail cells and 20 active fortress guards. --Quietust 18:19, 19 November 2009 (UTC)
Trap/kill the Hammerer[edit]
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?
he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :| --DJ Devil 13:17, 7 March 2009 (EST)
- The "standard" method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit. If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though. --LegacyCWAL 15:29, 7 March 2009 (EST)
- will he be replaced, though? i dont want another one showing up with the next wave x] nor do i want my mayor to take up the position :/ --DJ Devil
- I think he will. Of course, you don't have to let him live either. And your mayor won't do any noble's job except his own. --LegacyCWAL 12:13, 8 March 2009 (EDT)
- he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :] he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x --DJ Devil
- One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. FangXianfu 02:35, 13 May 2009 (UTC)
- Just so you know, there's a page on noble disposal. No need to thank me. --Smartmo 03:42, 13 May 2009 (UTC)
mandates[edit]
Will she ever make mandates? Might be added --Confused 19:57, 13 July 2009 (UTC)
Alcoholic Hammerers[edit]
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a "transdwarven" fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently "slow to anger" and "sincere" and "often nervous," and doesn't delight in slaughter. Now tell me that that's not non-hammerly)? Mythsage
- A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;) JubalHarshaw 04:12, 27 August 2009 (UTC)
- Heheh. Yeah, actually, "abomination" is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who "doesn't care about anything anymore" will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding. Mythsage 9:23, 29 August 2009 (UTC).
- Makes sense though. Wonder if it's like that for other-nondependant races, like elves or humans. This requires testing... FOR SCIENCE! 97.103.188.15 06:48, 7 February 2010 (UTC)
- Heheh. Yeah, actually, "abomination" is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who "doesn't care about anything anymore" will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding. Mythsage 9:23, 29 August 2009 (UTC).
Change in text[edit]
I admit it, I made the article more dwarfy.--98.155.18.87 09:17, 3 January 2010 (UTC)
After adding non-factual info, please add the D for Dwarf tag onto the article. --83.183.127.178 17:49, 4 January 2010 (UTC)