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I really don't mind having to use the training dummies as long as they would last longer and charge more for them. It's just plain annoying having to replace them so quickly.
 
I really don't mind having to use the training dummies as long as they would last longer and charge more for them. It's just plain annoying having to replace them so quickly.

Agreed! We are looking on both the investment of Training Dummy's and on Dwarflings leveling rate! Basically we do want the Dwarflings as Dwarf-Reserves(Also I love having them running around in my base^^) but we do not want them be the best way of Leveling Dwarfs.
 
Agreed! We are looking on both the investment of Training Dummy's
Automatic repairs done by the crafter?
That lazy bum really needs a little regular business anyway.

The dummies seem okay they way they are.
What's annoying is the micromanagement of checking on and rebuilding the damn things all the time.

The drawback would be this this is a constant money sink without player interaction and that the player might go broke over it.
Possible solution:
When considering such a repair job, the crafter notes the current money/resource levels.
He only repairs when the resource levels rise above the numbers he "wrote down".

Your income may stagnate for a bit while automatic repairs take place but you will never ever "go into the red" through a repairing dwarf.

There are no perfect solutions, though. =)
The question here is if / when this "memory" resets. "Repairing" would look broken if the crafter dwarf expects a very high resource level and the player went on a spending spree.
 
Automatic repairs done by the crafter?
That lazy bum really needs a little regular business anyway.

The dummies seem okay they way they are.
What's annoying is the micromanagement of checking on and rebuilding the damn things all the time.

The drawback would be this this is a constant money sink without player interaction and that the player might go broke over it.
Possible solution:
When considering such a repair job, the crafter notes the current money/resource levels.
He only repairs when the resource levels rise above the numbers he "wrote down".

Your income may stagnate for a bit while automatic repairs take place but you will never ever "go into the red" through a repairing dwarf.

There are no perfect solutions, though. =)
The question here is if / when this "memory" resets. "Repairing" would look broken if the crafter dwarf expects a very high resource level and the player went on a spending spree.
Another posible solution would be to place a counter above each training dummy - like you see above the Guard post or Fertile Stones. This counter would be how many times this training dummy is to be remade by the crafter. once the dummy is used up by the Military - if there is at least one left on the counter, the Crafter makes it again. If there isn't enough resorce at the time, the Crafter just waits until ther is or you could make it that the resources are spent at the time the counter is increased.
 
Yes, that would be limited but... same basic issue.
It introduces a hard to visualise resource drain.

Then you'd need statistics screens to chart resource flow... or keep an eye on it all the time which would make the idea of automation absurd. =)

What I could imagine is displaying a 2nd number below your current gold (for instance).
Something like "-80"
This is the total amount your crafter will spend on repairs... eventually.
When this number eventually reaches 0 and vanishes, all repair / maintenance jobs have been completed and you know it's time to check on those never to be sufficiently damned training dummies. =P

Yes, it does complicate the UI... but you can still play the whole thing from a single screen, which is A Big Thing and the developers certainly don't want to change it.
 
Personally, I'd be happy enough if they simply took the resources out of my current stock be it gold, wood, iron whatever, and have the number that Xerk suggested above. I'm really not opposed to paying for how many of the dummies I want rebuilt at the beginning when first placing it.
 
Their are probably a whole slew of things in the game that SHOULD get some kind of on-going resource cost to maintain. What every method you choose it needs to be consistent, don't make training dummies work one way and every other crafted item work another way. Consistency makes the game easier to learn and play so just think about how your solution can be applied broadly and not just to this one situation.

One way to have the players control maintenance might be to have some kind of 'maintenance bench' and you can selectively +/- the number of workers assigned to it, without any workers assigned maintenance will stop. Of course items need to go into a 'broken' state rather then just disappearing, even if the cost to repair is the full cost of the item. With this kind of system you could have everything built carrying some maintenance cost and it can get managed centrally and their would be an indicator on the benches to tell us if the crafters have more work then they can handle.
 
If you put food, bed, and training dummy near the defend flag they will use all of the nearby items.

If you have no defend flag then they will eventually wander and use your dummy.

Also you need to keep an eye on the training dummies. They eventually get used up.

When you turn a dwarfling into a military dwarf you still need to pay for the military specilization every 5 levels if you researched the techs. A basic military dwarf is nothing compared to an Immortal or Slayer.
 
If you put food, bed, and training dummy near the defend flag they will use all of the nearby items.

Weird. In my last game the warrior used the dummy while on guard. Then it stopped and never touched it again. I am guessing it was because it reached level five?

Training dummies kinda need some sort of adjustment or something. If training dummies get used up compared to the free xp on dwarflings then why would you build them? Not only that the xp gain rate on dwarflings is higher than training dummies.
 
Weird. In my last game the warrior used the dummy while on guard. Then it stopped and never touched it again. I am guessing it was because it reached level five?

Training dummies kinda need some sort of adjustment or something. If training dummies get used up compared to the free xp on dwarflings then why would you build them? Not only that the xp gain rate on dwarflings is higher than training dummies.
Once a Military Dwarf starts his guard duty by a Guard Post, he will only stop his duties to eat or sleep. He will not go back to the Training Dummies. This is apparently by design – although I do consider it a bug. I suppose the thought being they are not being sidetracked from their post by any thing?????
 
Wouldn't go as far as calling it a bug, Xerkis.

Your warriors have been told to guard the post - until the end of days only to stop for food and sleep. If you have 6 warriors and assigned 5 to a post, they'd logically switch places automatically over a period of time - allowing for training.
 
Wouldn't go as far as calling it a bug, Xerkis.

Your warriors have been told to guard the post - until the end of days only to stop for food and sleep. If you have 6 warriors and assigned 5 to a post, they'd logically switch places automatically over a period of time - allowing for training.
When you put in those terms - yeah. But I'm sure it's not what most would expect though. As in Bored Peon case.
And don't be too sure about the switch off on the 6th Dwarf either there. Once there are assigned to guard duty, they stay on guard duty.
 
Can't comment on the 6th dwarf bit - that is simply expectation and logical assumption on my part. Obviously the guard post should prefer high level dwarfs over the low level ones so as to perform better and to allow for the rookies to train. :happy:
 
Can't comment on the 6th dwarf bit - that is simply expectation and logical assumption on my part. Obviously the guard post should prefer high level dwarfs over the low level ones so as to perform better and to allow for the rookies to train. :happy:
Yeah, it's not quite that hight tech . . . . yet. but maybe some day.
;)

. . . . . and I just did some more experaments on it now too. It's more or less first come first served go to the closest post type of thing.

But yes, You're right. It should be more of a higher rank and also something with mix of the Sub-Class too. so that not all Ranged are at one post.
 
Still, would be nice if the guard post dwarves used training dummies that was within a certain range of the guard post.

Yeah that'd work well enough for me - allow them to use dummies if within... say ten tiles of the guard post and no enemy is near. :happy:
 
Still, would be nice if the guard post dwarves used training dummies that was within a certain range of the guard post.
I keep arguing with myself on this one and see both sides of the issue. One minute I would agree with you and then the next – I’m not so sure now.
But since I don’t ever use Training Dummies to begin with – and so far they really aren’t needed – I’m not overly concerned with it until it is more useful of an item.