![]() If they are in melee and they have ammo they will continue to fire while in melee instead of using crossbows like a hammer, at least until they run out. Marksdwarf melee behavior has changed slightly.You know how when you make a bunch of new equipment, it may never be recognized until you update something? Also applies to marksdwarves. Removing a random piece of equipment and adding it back fixes general equipment bugs, and some subset of marksdwarf bugs are general equipment bugs.They occasionally equip too much ammo and weigh themselves down until they can barely move.Marksdwarves have been observed to drop some of their bolts at random times.Previously loaded squads may unload if given some time off, even if still set to equip during R&R.They are more interested in reloading when their squad is set to train.They do sometimes use bolts that came from invaders or that were previously fired, but crafting a constant stream of new ammo seems to be one of the requirements to make them reload. When a squad is first created they often won't pick up bolts. Warning! Making the uniform first then the squad in that order is only the first layer of marksdwarf bugs.Įven disbanding and reforming a squad is not necessarily enough. And they will use bolts until they run out. This will cause them to stand in the burrow, therefore right next to the fortifications, where they should be. However you can also mitigate this by placing a burrow on the tiles adjacent to the fortifications, and then assigning a "defend burrow" command to your marksdwarves. Obviously this is sub-optimal behavior and the best way forward is AI redesign. I think what happens is that the marksdwarf sees the enemy, and instead of pathing next to the fortification (even if it is one step away) and firing at range, they path into melee combat. But, they can see through them from a much further distance. If you're like me and you try to use fortifications to be fancy, consider that a dwarf can only shoot through a fortification if they are standing directly adjacent to it. This bug is perhaps confounded by a similar quirk, which is that even if a marksdwarf has ammo in their quiver, sometimes they will just run into melee combat anyway. The game appears to take a snapshot of the ammo you have at the time of squad creation, so if you made a squad before having sufficient ammo stocks, the marksdwarves will never get the initiation to fill their quivers.īy disbanding and reforming, you update their expectations of ammo! Forbidding and unforbidding all ammo through the stocks screen.Assigning the squad using the default ARCHER uniform.Deleting the ammo stockpiles and recreating.Turns out this is a well known issue, but with much misinformation floating around for the fix. I'm a ~15 year Dwarf Fortress vet, so having my marksdwarves suddenly running into melee caught me off guard. Set them to train again with whatever schedule you want, and they should equip ammo. It doesn't have to be the default ARCHER one, but it does have to include a ranged weapon. Then, set up the uniform you'd like to use. I believe your hunters "reserve" ~100-200 bolts just by existing, so it must exceed #hunters x 200 bolts. TL DR: Take a Ctrl-Alt-PrntScrn of the squad so you don't forget which dwarves go in there.Įnsure you have ample ammo in your stockpiles. Making a quick text post because I just spent the last 2hrs on Steam version trying to troubleshoot why my marksdwarves were not equipping ammunition. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar! ![]()
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