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v0.34:Archery

From Dwarf Fortress Wiki
Revision as of 23:32, 13 June 2012 by Richards (talk | contribs) (Reworded the page, added some more links, made it more fun, also will add a section in talk to discuss reorganizing all the ranged combat articles and providing more information on blowguns.)
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This article is about an older version of DF.

Archery is the term given to the practice of firing ranged ammunition at targets by a personal weapon.

In Dwarf fortress this naturally encompasses the crossbow, the bow as a foreign or natural weapon depending on 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 bludgeoning.

Archery

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. For further information, see the archery targets page.

Assignment of ranged weapons is done through the military equipment screen (m -> e). If you only have a few ranged weapons, military squads get first pick, and then hunters can choose from the leftovers. Squads can be assigned a particular type of weapon, but hunters cannot be controlled so finely.

Assignment of ammunition is done through the military ammunition screen (m -> f) for both military squads and hunters. Ammunition must match the weapon: bolts for crossbows, arrows for bows.

A living target can be selected from the squad menu, by selecting the squad(s) you wish to have attack, then selecting attack target. 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. 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. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.

Effects of skill gain

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.

Experience gained by training versus combat

Firing at live targets gives much more experience points than firing on inanimate [[archery target]s]. 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 providing 30 experience each when fired on a live target.

Usefulness 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 melee weapons or by being mauled to death. They may fire from one Z-level higher or lower than the target intended, besides archery targets which require to be fired upon from the same elevation. They may fire through fortifications, and over empty spaces, however their usefulness is thwarted by proper armor and tactics.

Hunters use the archery skill and ranged weapons in general.

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.
  • The way weapons get assigned is bugged. [1] 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. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only assigning bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug #4530.

See also

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused