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 54: Line 54:
 
=== 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, 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.
 +
 +
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 71: Line 73:
  
 
=== 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 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 (reminder - disable bins in this stockpile). 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.
  
 
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 ({{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.

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: