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Editing User:Rhenaya/MilitaryTutorial

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First off: i dont use danger rooms or other exploits to make my military, so personally i see this as the true way ;p
 
First off: i dont use danger rooms or other exploits to make my military, so personally i see this as the true way ;p
 
  
 
===Stats and Conscription===
 
===Stats and Conscription===
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Some may ask now, why agility? Agility is the stat that expresses the speed of all units. With the [SPEED:x] tag in creature raws this gives how fast they run (with 1k is average on the speed, and the 5k maximum is about twice as fast). But it also makes how fast they strike, and modify their dodge, block and parry. Meaning high agility means more attacks and less damage taken overall. Strength gives them little advantage with heavy equipment and more damage, but with legendary armor user this is negated anyway and a adamantine axe dont need much strength to be devasting ;) Thougness and recuperance are only in affect if you are already getting hit and will only affect how long they will stay in hospital afterwards... and if the lucky strike punctates your militarys lungs or severe off arms, they are completly useless, so you better aim for agility anyway. Spatial Sense is kind of important too for dodgeing, but not as much overall like agility.
 
Some may ask now, why agility? Agility is the stat that expresses the speed of all units. With the [SPEED:x] tag in creature raws this gives how fast they run (with 1k is average on the speed, and the 5k maximum is about twice as fast). But it also makes how fast they strike, and modify their dodge, block and parry. Meaning high agility means more attacks and less damage taken overall. Strength gives them little advantage with heavy equipment and more damage, but with legendary armor user this is negated anyway and a adamantine axe dont need much strength to be devasting ;) Thougness and recuperance are only in affect if you are already getting hit and will only affect how long they will stay in hospital afterwards... and if the lucky strike punctates your militarys lungs or severe off arms, they are completly useless, so you better aim for agility anyway. Spatial Sense is kind of important too for dodgeing, but not as much overall like agility.
 
  
 
====Militia Commadner====
 
====Militia Commadner====
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i personally play my moded race of drow often so i use two handed swords as the commander weapon thats then i use leadership skill, if i play dwarf i go for hammr or axe and a shield
 
i personally play my moded race of drow often so i use two handed swords as the commander weapon thats then i use leadership skill, if i play dwarf i go for hammr or axe and a shield
 
some my say leadership is useless, but it does affect squad training a bit (even if another one is the teacher, only the squadleaders will earn leadership skill)
 
some my say leadership is useless, but it does affect squad training a bit (even if another one is the teacher, only the squadleaders will earn leadership skill)
 
  
  
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* 'siege' alaram, in this alarm set them to defened burrows or patrol routes on chokepoints so your civilan dwarfs are secure. all months should be the same, but dont forgett to release them after the goblins, megabeast, etc. is defeated or you will get "long on duty" negative thoughts.
 
* 'siege' alaram, in this alarm set them to defened burrows or patrol routes on chokepoints so your civilan dwarfs are secure. all months should be the same, but dont forgett to release them after the goblins, megabeast, etc. is defeated or you will get "long on duty" negative thoughts.
  
 
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===Scout Squads===
====Scout Squads====
 
 
This will be your fast troups, like your shock squads they will help with hauling, but should get more training, and will be set on patrol jobs more often.
 
This will be your fast troups, like your shock squads they will help with hauling, but should get more training, and will be set on patrol jobs more often.
 
Alarms and shedule setting:
 
Alarms and shedule setting:
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* 'patrols' if you play with an open fort you want to keep nasty wildlife at bay, so you want to have patroling around in the caverns and surface, this means you will need to take some effort to create routes, but for an autorunning fort you dont want to make every micromanagmant later: its worth the effort!
 
* 'patrols' if you play with an open fort you want to keep nasty wildlife at bay, so you want to have patroling around in the caverns and surface, this means you will need to take some effort to create routes, but for an autorunning fort you dont want to make every micromanagmant later: its worth the effort!
  
 
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===Marks Squads===
====Marks Squads====
 
 
you may have a lot and small squads of them, but they should get most training (because they will train their weapons melee option anyway too so need more training to be good at range too)
 
you may have a lot and small squads of them, but they should get most training (because they will train their weapons melee option anyway too so need more training to be good at range too)
 
alarms are similar to scout and shock squads: make minimum for training lower than your squadsize but use the siege option for placing them on their respective towers or fortification bunkers etc.
 
alarms are similar to scout and shock squads: make minimum for training lower than your squadsize but use the siege option for placing them on their respective towers or fortification bunkers etc.
  
 
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===Special Squads===
====Special Squads====
 
 
Captain of the Guards and the Guards in general can be basicly used like the shock squads, but i also use an own squad for doctors (because they have to much freetime anyway and only need them after fighting) and the commander. In the commander squad i often add other nobles and strong/though/agile ones as escort, as my main battle force that will do the most training, and dont have hauling jobs etc enabled (so they  will do more invidual training in off times too)
 
Captain of the Guards and the Guards in general can be basicly used like the shock squads, but i also use an own squad for doctors (because they have to much freetime anyway and only need them after fighting) and the commander. In the commander squad i often add other nobles and strong/though/agile ones as escort, as my main battle force that will do the most training, and dont have hauling jobs etc enabled (so they  will do more invidual training in off times too)
  
====Civilian Squads====
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===Civilian Squads===
 
you can basicly just use the default settings or tweak the training one, so your farmers and woodworkers can act as true mility... for bonus points use a mod that inclues pitchforks for your farmers/herbalists or just use spears ^^
 
you can basicly just use the default settings or tweak the training one, so your farmers and woodworkers can act as true mility... for bonus points use a mod that inclues pitchforks for your farmers/herbalists or just use spears ^^

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