v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Advanced marksdwarf training guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{migrated article}}
+
{{Quality|Exceptional|21:40, 11 May 2015 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
[[Marksdwarf|Marksdwarves]] can be tricky to equip and [[training|train]] properly for the uninitiated - they often appear to refuse to use their [[crossbow]]s at [[archery range]]s. 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.
+
[[Marksdwarf|Marksdwarves]] are fairly buggy, and often refuse to use [[archery range]]s, or stand in front of them, and fail to fire their [[crossbow]]s. 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 ==
 
== Understanding ranged weaponry ==
Line 32: Line 31:
 
|}
 
|}
  
Of these, dwarves can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.
+
Of these, dwarfs can only craft crossbows and bolts. Bows and blowguns are gained either through trade or recovery from downed enemies. If playing a modded game, replace crossbow in the following with one of the above weapons, and proper ammo type.
  
== Equipping your marksdwarves ==
+
== Equipping your marksdwarfs ==
  
 
=== The minimum outfit ===
 
=== The minimum outfit ===
Line 40: Line 39:
 
* One crossbow
 
* One crossbow
 
* One quiver
 
* One quiver
* One stack of bolts for each marksdwarf to shoot
+
* One stack of bolts for each marksdwarf to fire
  
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pick up a quiver if wearing heavy armor, a workaround for which is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.
+
A quiver is equipped on the upper body slot. Due to a bug, sometimes a marksdwarf will fail to pickup a quiver if wearing heavy armor. A workaround for this is given below. Wood and metal bolts are generated in stacks of 25. Bone bolts are generated in stacks of 5.
  
 
=== Crossbows ===
 
=== Crossbows ===
Crossbows can be made with wood or bone at a bowyer's workshop, or 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 base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow to bash.  This bash attack utilizes the hammerdwarf skill and deals blunt damage, thus it has been suggested to make dense metal crossbows.
+
Crossbows can be made with wood or bone at a bowyer's 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 base material of a crossbow appears to have no effect on the lethality of ranged bolts. However, when marksdwarves end up in melee, they will use their crossbow as a hammer, thus it is recommended to make dense metal crossbows.
  
 
=== Quivers and bolts ===
 
=== Quivers and bolts ===
Please note that bolts are assigned to a ''squad'', not to individual dwarves.  The number of bolts assigned to a squad will be divided evenly between all occupied squad positions. (For example, if you have a squad of 10 marksdwarves, you need to assign ''at least'' 250 bolts to the squad for each position to equip 25 bolts.)  
+
Please note that bolts are assigned to a ''squad'', not to individual dwarves.  If you have a squad of 10 marksdwarves, you need to assign ''at least'' 250 bolts to the squad.  500 is better.
  
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); 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 marksdwarves must be assigned ammo. As they deplete it, the game will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.
+
Quivers can hold between 25 and 49 bolts, and dwarves will pick up multiple stacks if necessary to reach a number in this range. In other words, dwarves will continue picking up stacks of bolts until they've got at least 25 in their quiver (or they run out of squad-assigned bolt stacks). Bolt stacks are collected in last-in-first-out order (LIFO); 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 marksdwarves must be assigned ammo; as they deplete it, Dwarf Fortress will automatically add additional ammo to the squad if there is some in the fortress, again following the principle of LIFO.
  
 
=== Avoiding equipment issues ===
 
=== Avoiding equipment issues ===
The mining, wood cutting, and hunting labors have an "invisible uniform" that conflicts with military equipment. When these labors are enabled, a dwarf will drop all assigned military equipment when going off duty, and when ordered back on duty they spend extra time collecting their equipment, and may ultimately report without some equipment. For that reason, it is recommended that you disable mining, wood cutting, and hunting on all military dwarves.
+
The mining, wood cutting, and hunting labors have an "invisible uniform" that conflicts with military equipment. When these labors are enabled, a dwarf will drop all assigned military equipment when going off duty. When ordered back on duty they spend extra time collecting their equipment, and may ultimately report without some equipment. For that reason it is recommended that you disable mining, wood cutting, and hunting on all military dwarves.
 +
 
 +
Problems have been reported with ammunition stored in bins. Dwarves will take additional time to reload since they "lock" each other out of the bin, and may even fail to do so entirely. Disabling bins in ammo stockpiles is recommended. If you choose to use bins, keeping a large oversupply of bolts may limit potential problems.
  
 
An "[[equipment mismatch]]" error sounds dire, but it's just a diagnostic message telling you that a dwarf's assigned equipment changed while the dwarf was en route to pick up the previously-assigned equipment. In almost all cases the dwarf will automatically collect the newly-assigned equipment without player intervention. One reported cause of frequent equipment mismatch spam is ammo stored in bins.
 
An "[[equipment mismatch]]" error sounds dire, but it's just a diagnostic message telling you that a dwarf's assigned equipment changed while the dwarf was en route to pick up the previously-assigned equipment. In almost all cases the dwarf will automatically collect the newly-assigned equipment without player intervention. One reported cause of frequent equipment mismatch spam is ammo stored in bins.
Line 60: Line 61:
  
 
=== Understanding possible training activities ===
 
=== Understanding possible training activities ===
The first rule of marksdwarf training is that you do '''not''' assign them a normal [[barracks]] if you wish them to utilize the [[archery target]] for Archer and Marksdwarf XP - if they are assigned to a barracks, they will train as hammerdwarves with their crossbows vs. actually shooting bolts at the archery target. 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.  
+
The first rule of marksdwarf training is you do *not* assign them a normal barracks. 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:
 
When training, a dwarf has four possible options, which they will take in roughly this order:
* Squad Training (Lead/Watch demonstration)
+
* Squad Training
 
* Individual Combat Drill
 
* Individual Combat Drill
* Spar (requires Competent Fighter skill)
+
* Spar
 
* Archery Training
 
* Archery Training
  
Squad training and sparring require multiple dwarves (and yes, marksdwarves '''will''' spar as long as they are Competent Fighter skill level, 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 being trainable this way.  By combining this with training orders, it is possible to make archery training the only valid option, and thus get them to train consistently.
+
Squad training and sparring require multiple dwarves (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 being trainable this way.  By combining 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 ===
 
=== Building archery ranges ===
Thus, the first step is to build a room with a bunch of archery targets, it is recommended to build one archery target per filled squad position (multiple marksdwarves cannot train at the same archery target concurrently). The room must be large enough that the marksdwarf has a one-gap space between them and the target; some people just make their "barracks" 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves ''must'' be able to walk up to the target; placing a channel in front of it will prevent them from training.
+
Thus, the first step is to build a room with a bunch of archery ranges. The room must be large enough that the marksdwarf has a one gap space between them and the target; I just make their "barracks" 10x10, and put an ammo stockpile in it. Notably, (and this is a change from previous versions) the dwarves *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 ({{k|b}}-{{k|A}}), you must define it as a room ({{k|q}}-{{k|r}}). Make it so it touches the far wall, and don't worry, range rooms can overlap. You have to do this for each archery target. Make sure the shooting direction is correct! In addition, your marksdwarf squad '''must''' at minimum have train set on each archery target with ({{k|q}}-{{k|t}}). Again, only one marksdwarf can use a target at any given time.
+
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 archery target. 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.
  
[[File:Archery_target_setup.png|A properly setup archery target]]
+
[[File:Archery_range_setup.png|A properly setup archery target]]
  
Repeat this for each range; you will have 1-10 targets overlapping each other and assigned to your marksdwarf squad (in these screenshots, they are "The Delights of Gold")
+
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")
  
 
===The military management screen===
 
===The military management screen===
  
This is by far the most difficult part - the {{K|m}}ilitary menu is confusing on the best days, but this guide will walk you through it. (To some people, this screen is designed upside down: the options to switch 'pages' or 'tabs' on this menu are at the bottom, and the specific detailed commands for the current page/tab are at the top. We will use 'page'.)
+
This is by far the most difficult part. Fear the 'm' menu, for it eats children. The {{K|m}} menu is confusing on the best days, but this guide will walk you through it.
 
 
Ignore the default page '''{{DFtext|p|2:1}}{{DFtext|: Positions|3:1:1}}''' page for now, because you want to make the right '''{{DFtext|n|2:1}}{{DFtext|: Uniforms|7:1}}''' for your marksdwarves.
 
 
 
====Uniforms====
 
Press {{K|n}} to bring up the uniforms screen. Do yourself a favor and just scroll down and {{K|d}}elete the default 'archer' uniform. It's wrong and will not work properly.
 
  
Create a new uniform with {{K|c}}.
+
The first and default page is the positions page. Ignore it for now, because you want to make the right uniform for your marksdwarves. Press {{K|n}} to bring up the uniforms screen. Do yourself a favor and just delete the default archer uniform. It's wrong and will not work properly.
  
You will use the hotkeys seen on the 2nd row from the top of the {{K|m}} screen, and to create the following uniform:
+
Create a new uniform with {{K|c}} and add the following:
* {{K|A}}rmor: leather armor
+
* Crossbow (do NOT use individual choice, ranged; you *will* end up with dwarves who think an axe is a ranged weapon)
* {{K|L}}egs: leather legwear
+
* Shield (optional)
* {{K|H}}elm: leather headwear
+
* Leather armor
* {{K|G}}loves: leather handwear
+
* Leather headwear
* {{K|B}}oots: leather footwear
+
* Leather legwear
* {{K|S}}hield: shields/bucklers
+
* Leather handwear
* {{K|W}}eapon: crossbows (do NOT use individual choice, ranged; you '''will''' end up with dwarves who think an ''axe'' is a ranged weapon) :p
+
* Leather footwear
  
Navigation is ''tricky'', so let's do the first 3 selections together:
+
Press {{K|m}} to switch from "Partial matches" to "Exact matches" in the upper right. This appears to fix most of the issues that result in your dwarves not picking up quivers. You might be able to get away with over clothing however.
# {{K|A}}rmor to show the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list of Armor items
 
## Navigate {{K|→}} to the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list
 
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select "leather armor". You should now see "leather armor" listed under {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list in the center of the screen.
 
## Ok, that was the '''easy''' one. So follow these steps CLOSELY.
 
# {{K|L}}egs to show the to show the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list of Leg items
 
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select "legwear". You should now see "legwear" listed under "leather armor" under {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list. BUT... the green {{dftext|leather armor|3:1}} means it is the selection from that column.
 
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|legwear|3:1}}
 
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} column.
 
## Navigate {{K|→}} to the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list
 
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select "leather" material. You should now see {{dftext|leather legwear|3:1}} listed under {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list in the center of the screen.
 
# Now {{K|H}}elm to get your leather headwear
 
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select "headware". (It may be the first option, so just hit {{K|Enter}})
 
## Navigate back {{k|←}}/{{k|↓}} to highlight {{dftext|headware|3:1}}
 
## {{K|M}}aterial to reveal the material options that will appear under the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} column.
 
## Navigate {{K|→}} to the {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list
 
## Use the {{k|↑}}/{{k|↓}} and {{K|Enter}} to select "leather" material. You should now see {{dftext|leather headwear|3:1}} listed under {{DFtext| |7:7:1}}{{dftext|SELECTION|7:7:1}}{{DFtext| |7:7:1}} list in the center of the screen.
 
  
Be careful of hitting Enter at the wrong time and duplicating or deleting an entry. Here's what it should look like if you did it right:
+
Here's what it should like if you did it right:
  
 
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]
 
[[File:Working_training_uniform.png|400px|Uniform that gets them training]]
  
Now press {{K|m}} to switch from "Partial matches" to "Exact matches" in the upper right. This appears to fix most of the issues that result in your dwarves not picking up quivers. You might be able to get away with {{k|r}} "Over clting", which means the dwarves will wear this uniform over their current clothing.
+
Now press {{K|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 {{K|e}} menu. Select your squad, and then a position, then press {{K|U}} (that's capital U) to bring up the uniform selection screen.
 
 
At this point you have created the concept of a uniform, but you have not yet told your squad to wear this uniform.  
 
  
Proceed to the next section.
+
Highlight your crossbow uniform, and press {{K|shift}} + {{K|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.
 
 
===Positions===
 
Now press {{K|p}} to go back to the positions menu. If you are creating {{K|l}} a new squad, it will prompt for a uniform, before showing a list of Vacant Squad positions and Candidates.
 
 
 
After selecting your recruits, switch to the {{K|e}} menu. Select your squad, then press {{K|U}} (that's capital U) to bring up the {{K|U}}niform selection screen.
 
 
 
NOTE: If a position (for example, commander/captain) is highlighted when you hit the {{K|U}}niform selection screen, your selection will ONLY apply to that individual soldier.
 
Hit {{K|shift}} + {{K|enter}} to make sure you are assigning it to all positions in the squad.  
 
 
 
You can also look at the top of the screen to see what your dwarves will train as (i.e. 10/10 Marksdwarves, instead of 1/1 markdwarf 9/9 wrestlers).
 
  
 
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]
 
[[File:10_marksdwarves.png|400px|10/10 Marksdwarves]]
Line 142: Line 110:
 
We're almost done. Go to the ammo screen.
 
We're almost done. Go to the ammo screen.
  
(Note: This isn't possible in Steam version. There is no ammo screen)
+
[[File:ammo_screen.png|400px|Ammo]]
  
[[File:ammo_screen.png|400px|Ammo]]
+
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 that's marked for training will only be used for training and vice versa. 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.
  
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 that's marked for training will only be used for training and vice versa.
 
 
By default the top slot reserves ammunition for hunters. If you don't have any hunters you may want to remove that reservation from the ammunition screen to free up those bolts for your military.
 
By default the top slot reserves ammunition for hunters. If you don't have any hunters you may want to remove that reservation from the ammunition screen to free up those bolts for your military.
 +
 +
==== Switching bolts types reliably ====
 +
Forbidding/Dumping is respected by the game when assigning ammo, so you can use the stocks screen to, for instance, dump wooden/bone bolts when you're not training and load metal bolts for combat. First delete the ammo assignment for the training bolts, then dump them from the stocks screen (DFHack's enhanced inventory is useful from this), and finally add the new metal bolts to the ammo screen. Reverse the process to get them to change back. (Be sure to set both CT flags in the ammo screen each time.)
  
 
=== Squad training orders ===
 
=== Squad training orders ===
Line 173: Line 143:
  
 
=== Why this works ===
 
=== Why this works ===
Squad training and sparring require multiple dwarves (and yes, marksdwarves *will* spar as long as they're Competent Fighters). Training, minimum of 1 forces them to work solo. Since they don't have a normal barracks, 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 similar 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.  
+
Squad training and sparring 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 barracks, 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 target training grants 5x less experience than live fire (6XP per bolt at archery target vs. 30XP per bolt on live targets), 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.
+
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 ==
 
== Stopping melee charges ==
 
Do '''not''' use the [[Scheduling#Stations|station scheduling order]]!
 
Do '''not''' use the [[Scheduling#Stations|station scheduling order]]!
  
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. While they're running up to the enemy, dwarves will shoot bolts if they have any, but then engage the enemy using their crossbows as hammers instead of shooting. Therefore, it's imperative that you create physical barriers which make it impossible for your marksdwarves to charge the enemy. Nothing else will suffice.
+
When a dwarf has line of sight on an enemy, they'll do one of two things: run away; or run up and fight. 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. Therefore, it's imperative that you create physical barriers which make it impossible for your marksdwarves to charge the enemy. Nothing else will suffice.
  
 
Some sources claim a Defend Burrows order may restrict marksdwarves to the area defined by the burrow. The full effectiveness of Defend Burrow orders at stopping a melee charge is unknown.{{verify}}
 
Some sources claim a Defend Burrows order may restrict marksdwarves to the area defined by the burrow. The full effectiveness of Defend Burrow orders at stopping a melee charge is unknown.{{verify}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: