![]() ![]() the current version removes the ability to assign ammo to squads - both ammo and quivers are automatically assigned to a dwarf with a ranged weapon assigned.It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one. Crossbow melee uses the hammerman skill while bows and blowguns use the swordsman skill. Hunters use the archery skill and will use ranged weapons in general.Īrchers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. They may fire at enemy targets through fortifications and over empty spaces although their usefulness is thwarted by proper armor and tactics. Archery targets must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire from higher or lower Z-levels than the target intended. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. Tests found that by firing around 67 practice bolts, which 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.ĭwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by melee weapons or by being mauled to death. 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 just as if it had been hit.įiring at live targets gives much more experience points than firing on inanimate archery targets. Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.Ĭrossbow – Ranged Ammunition – Quivers – Archery Target – Crossbowman – Hunters – Ranger Effects of Skill Leveling Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. You can then select a single target with the cursor, a number of targets by enabling selection by rectangle, or selecting a number of targets through a list. Ammunition must match the weapon: bolts for crossbows, arrows for bows.Ī living target can be selected from the s quad menu by selecting the squad(s) you wish to have attack and then selecting the attac k target. Squads can be assigned a particular type of weapon, but hunters cannot be controlled so finely.Īssignment of ammunition is done through the military ammunition screen ( m- f) for both military squads and hunters. If you only have a few ranged weapons, military squads get first pick, and then hunters can choose from the leftovers. ![]() ![]() Īssignment of ranged weapons is done through the military equipment screen ( m- e). For further information, see the archery target page.ĭwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance. In order to engage in archery, a dwarf needs five things: a ranged weapon a quiver and ammunition proper labor/ military assignments and a target.
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