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Editing v0.34:Archery
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The '''Archer''' skill increases with the use of any ranged attack including throwing weapons. | The '''Archer''' skill 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== | ||
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===Effects of Skill Leveling=== | ===Effects of Skill Leveling=== | ||
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− | Higher | + | 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]] | + | 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. |
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+ | Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate. | ||
==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 | + | 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. [[ | + | 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]]== | ||
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* 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. {{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. | ||
* 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. 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}} | ||
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=See also= | =See also= | ||
− | *[[Military]] | + | *[[Military]]<br/> |
− | *[[Combat skill]] | + | *[[Combat skill]]<br/> |
*[[Weapon]] | *[[Weapon]] | ||
{{Skills}} | {{Skills}} | ||
{{Category|Military}} | {{Category|Military}} |