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I still don't recommend using them. My barracks are completely empty zones used only for training.
An Armor stand can/should only hold one full set of armor pieces per stand. But, it doesn't count as legitimate storage for armor.
Both it and the Weapon stand can initiate a dorf to put their military gear there, but then they don't count as legitimate storage for those items and haulers will then be que'd up to take them to designated storage zones.
AFAIK, that's still how they're currently "working," which means they don't actually fulfill their intended use. They "look like" they're doing something, but they're not actually serving a useful purpose.
ie: Still bugged, AFAIK
Hmm. I wonder then if it would be better to have a stockpile for weapons/amour right next to the barracks. If you have mutiple stockpiles with the same criteria which one takes priority? If its closest that would work, although it still means that amour stands/weapon racks are still just cosmetic.
Yeah agreed - but I like to roleplay and have my squads have down time without their gear, so in the event of an emergency its handy that its all near their barracks!
I make one that receives from a central location near workshops, just because it's a central location that they will likely frequent. But, I also just use "always worn." (I understand, sort of, why the stockpile mechanics are the way they are, but that doesn't mean I like the way they are...)
Once one gets deep into the Combat Squad related mechanics, there's a lot of things that crop up. It's supposed to be reworked/retuned, both the UI and certain mechanics, but I don't know when/if that's coming.
Note: I don't know if Weapon/Armor racks can be Forbidden or if they would then still apply to Room/other "needs." If they can, then people should probably forbid them just as a matter of common practice, IMO.
"It's better to have your dwarves always wear their armor. There's practically no reason for them to ever remove it." While this may be true now, due to other removed/broken features, it used too be that lugging around a minecart worth of gear would slow down dwarves to a crawl, unless they were legendary armor users.
This is the issue with the "work-around culture" this games player base is so overwhelmed by. Problems are hard to even identify because we are looking past major flaws that ripple out into things like broken storage items, rotting food in rooms, broken archery ranges, and various equipment bugs. rather than fixing the economy mechanic the gutted it and left pieces hanging around to focus on guilds, that was mostly dropped other than story elements for world gen improvements, some of those happened most didn't before they stopped because magic would be rebuilding worldgen so they focused on that, then they dropped that for villains, that went away in favor of steam release work, that stopped to go to a bunch of events and count money, that was semi replaced by working on adventure. there is a pretty obvious trend from these guys. I hoped that the money and backing of a company would straighten this type of thing out.