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 v0.34:Archery

Jump to navigation Jump to search

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

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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 5: Line 5:
 
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.
 
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.
  
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.
+
The '''Archer''' trait increases with the use of any ranged attack including throwing weapons.
  
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]].  
+
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]].  
  
 
==Archery==
 
==Archery==
Line 27: Line 27:
 
===Effects of Skill Leveling===
 
===Effects of Skill Leveling===
 
----
 
----
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.
+
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.
  
 
<!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
 
<!-- Copied and reworded from [[Crossbowman]] References 40d data! -->
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.
+
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.
  
 
==Value in the Military==
 
==Value in the Military==
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.
+
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.
  
 
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.
 
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.
  
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[Crossbow]]s train the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.
+
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.
  
 
==[[Known bugs and issues|Issues with Archery]]==
 
==[[Known bugs and issues|Issues with Archery]]==
 
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.
 
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.
* The way weapons get assigned is bugged. {{Bug|535}} The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.
+
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}
+
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.
 
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the "station" order. This issue happens more often to untrained archers.
 
  
 
=See also=
 
=See also=
*[[Military]]
+
*[[Military]]<br/>
*[[Combat skill]]
+
*[[Combat skill]]<br/>
 
*[[Weapon]]
 
*[[Weapon]]
 
{{Skills}}
 
{{Skills}}
 
{{Category|Military}}
 
{{Category|Military}}

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: