v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Military guide

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}
==The material in this page has now been incorporated into the [[Military|main military page]] in greater detail and legibility!==
+
==The material in this page has now been incorporated into the {{l|Military|main military page}} in greater detail and legibility!==
  
 
'''Forming Squads'''
 
'''Forming Squads'''
  
*Before you can do ANYTHING with your military, you need to designate a [[militia commander]] in the [[nobles screen]] ({{k|n}}). Don't worry, he doesn't have any [[Noble#Needs|requirements]] and doesn't set [[mandate]]s.  If you're playing a version older than 0.31.09, designate an [[arsenal dwarf]] too, and give him an [[office]] somewhere - he's the fortress quartermaster, and without him your squads won't end up with any equipment other than what they were already wearing. Note that if you don't have an option for Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get [[migrants]], and assign an arsenal dwarf when you need one.
+
*Before you can do ANYTHING with your military, you need to designate a {{L|militia commander}} in the {{L|nobles screen}} ({{k|n}}). Don't worry, he doesn't have any {{L|Noble#Needs|requirements}} and doesn't set {{L|mandate}}s.  If you're playing a version older than 0.31.09, designate an {{L|arsenal dwarf}} too, and give him an {{L|office}} somewhere - he's the fortress quartermaster, and without him your squads won't end up with any equipment other than what they were already wearing. Note that if you don't have an option for Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get {{L|migrants}}, and assign an arsenal dwarf when you need one.
*Currently every squad leader is designated in the noble screen - once you designate a militia commander it will open up a slot for a "[[Militia captain]]", and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent.
+
*Currently every squad leader is designated in the noble screen - once you designate a militia commander it will open up a slot for a "{{L|Militia captain}}", and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent.
*Once you've designated a commander/captain, going to the [[military screen]] ({{k|m}}) will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. Doing that changes the the display of the dwarf from his name to the squad's name. You can then fill out the squad from anyone in the fort by filling in the "Squad Positions" heading.
+
*Once you've designated a commander/captain, going to the {{L|military screen}} ({{k|m}}) will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. Doing that changes the the display of the dwarf from his name to the squad's name. You can then fill out the squad from anyone in the fort by filling in the "Squad Positions" heading.
*Okay, here's where people seem to start getting lost: Equipping your squad. The first thing you should look at is the "[[Uniforms]]" tab. You don't actually need to change anything here, but it's good to understand how just in case you want to. Each option under the "Uniforms" heading is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You can create new uniforms if you want and add or remove items from any uniform by navigating this menu.
+
*Okay, here's where people seem to start getting lost: Equipping your squad. The first thing you should look at is the "{{L|Uniforms}}" tab. You don't actually need to change anything here, but it's good to understand how just in case you want to. Each option under the "Uniforms" heading is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You can create new uniforms if you want and add or remove items from any uniform by navigating this menu.
 
*Now go over to the "Equip" tab. Here's where you can apply those uniforms to individuals or squads. You can also straight edit a dwarf's equipment from this screen - if you want to give someone an artifact for instance, you can just select him, go over to his equipment list, get rid of whatever the normal uniform option is for that slot, and hit the hot-key listed at the top for whatever type of item the artifact is - if you select "Specific X" it will give you another list of all the items of that type in the fort (I believe it sorts by highest quality at the top, so you don't need to hunt around for the best stuff). If your squad is using ranged weapons, head over to the "Ammunition" tab and assign them something from there (If you don't care what they use, you still need to give them ammo - just pick "Bolts" and it will default to any bolts they can find).
 
*Now go over to the "Equip" tab. Here's where you can apply those uniforms to individuals or squads. You can also straight edit a dwarf's equipment from this screen - if you want to give someone an artifact for instance, you can just select him, go over to his equipment list, get rid of whatever the normal uniform option is for that slot, and hit the hot-key listed at the top for whatever type of item the artifact is - if you select "Specific X" it will give you another list of all the items of that type in the fort (I believe it sorts by highest quality at the top, so you don't need to hunt around for the best stuff). If your squad is using ranged weapons, head over to the "Ammunition" tab and assign them something from there (If you don't care what they use, you still need to give them ammo - just pick "Bolts" and it will default to any bolts they can find).
 
*If you have an arsenal dwarf with an office, your squad should now retrieve their assigned equipment as soon as the arsenal dwarf signs off on it (Assuming they can find any that meet the types you set).
 
*If you have an arsenal dwarf with an office, your squad should now retrieve their assigned equipment as soon as the arsenal dwarf signs off on it (Assuming they can find any that meet the types you set).
Line 14: Line 14:
 
'''Getting your Squad to do Something'''
 
'''Getting your Squad to do Something'''
  
*Here's another big stumbling block a lot of people are having - [[training]]. It's not quite so simple as just designating a [[barracks]] and letting your dwarves have at it anymore - though once you know what to do it's not that complicated, and it gives you a LOT more control over military behavior than before.
+
*Here's another big stumbling block a lot of people are having - {{L|training}}. It's not quite so simple as just designating a {{L|barracks}} and letting your dwarves have at it anymore - though once you know what to do it's not that complicated, and it gives you a LOT more control over military behavior than before.
 
*First thing you should do is designate a barracks somewhere, the same way you would have in the previous version (Though you can also designate barracks from a lot of other object types than beds now - any storage object can also be used to designate a barracks or armory room).
 
*First thing you should do is designate a barracks somewhere, the same way you would have in the previous version (Though you can also designate barracks from a lot of other object types than beds now - any storage object can also be used to designate a barracks or armory room).
 
*Once you've designated a barracks, you'll notice a list of the squads in your fort in the info pane. This is where you set how the squad uses the barracks - it defaults to empty so if you don't do anything here, your squad won't even know the barracks exists. You probably want to at least enable "Train" and "Sleep", though really what you set here is up to you, it's more important that you know it exists. If you don't have the squad set to "Train" at any of your designated barracks, they won't train. There are also options for storing equipment here - I haven't seen my dwarves doing this but I've got them all set to just leave their stuff on even off-duty, so I imagine it's more meaningful if they switch to civvies. There's also a "Position" option where you can assign specific beds/storage to specific dwarves. I don't think this is too important unless you REALLY want a particular dwarf to have the NICE armor rack. If they aren't assigned they'll just use whatever they feel like, as normal.
 
*Once you've designated a barracks, you'll notice a list of the squads in your fort in the info pane. This is where you set how the squad uses the barracks - it defaults to empty so if you don't do anything here, your squad won't even know the barracks exists. You probably want to at least enable "Train" and "Sleep", though really what you set here is up to you, it's more important that you know it exists. If you don't have the squad set to "Train" at any of your designated barracks, they won't train. There are also options for storing equipment here - I haven't seen my dwarves doing this but I've got them all set to just leave their stuff on even off-duty, so I imagine it's more meaningful if they switch to civvies. There's also a "Position" option where you can assign specific beds/storage to specific dwarves. I don't think this is too important unless you REALLY want a particular dwarf to have the NICE armor rack. If they aren't assigned they'll just use whatever they feel like, as normal.
Line 29: Line 29:
  
 
*This is a more advanced feature of the new military options - it's similar to the old station and patrol options, but a lot more flexible because of the new alert level settings.
 
*This is a more advanced feature of the new military options - it's similar to the old station and patrol options, but a lot more flexible because of the new alert level settings.
*First things first - if you want your dwarves to guard an area, you need to set a [[burrow]]. It's pretty self-explanatory how to do that once you hit "w" from the main menu - just cover the area you want the dwarves to defend. Note that bigger is better here, at least if you want your dwarves to cover a wide area. Dwarves will detect intrusions into a burrow, and if they're set to guard that burrow, they'll immediately run to the point of the intrusion - so don't set the burrow to one square to try to get the dwarves to stand at the entrance or something. Just set it to the area you want guarded.
+
*First things first - if you want your dwarves to guard an area, you need to set a {{L|burrow}}. It's pretty self-explanatory how to do that once you hit "w" from the main menu - just cover the area you want the dwarves to defend. Note that bigger is better here, at least if you want your dwarves to cover a wide area. Dwarves will detect intrusions into a burrow, and if they're set to guard that burrow, they'll immediately run to the point of the intrusion - so don't set the burrow to one square to try to get the dwarves to stand at the entrance or something. Just set it to the area you want guarded.
 
*Burrows have a few other uses as well - you can assign civilians to burrows and what that means is that they'll only use things that are in that burrow - workshops, dining rooms, etc. Note that they'll still gather material from outside the burrow if it's not close at hand, so don't worry about dwarves starving in a burrow because there's no food in it.
 
*Burrows have a few other uses as well - you can assign civilians to burrows and what that means is that they'll only use things that are in that burrow - workshops, dining rooms, etc. Note that they'll still gather material from outside the burrow if it's not close at hand, so don't worry about dwarves starving in a burrow because there's no food in it.
 
*Notes are how you set a patrol route. This is a bit more complicated than it used to be, but essentially, first you have to plant notes at all the points you want the dwarves to patrol, then you need to hit "r" from the note menu to bring up the routes list, and create a new patrol route and then add waypoints to it. It might seem excessively cumbersome, but the reason behind this is that you can use the same points for multiple patrol routes, if you want different squads to follow different paths.
 
*Notes are how you set a patrol route. This is a bit more complicated than it used to be, but essentially, first you have to plant notes at all the points you want the dwarves to patrol, then you need to hit "r" from the note menu to bring up the routes list, and create a new patrol route and then add waypoints to it. It might seem excessively cumbersome, but the reason behind this is that you can use the same points for multiple patrol routes, if you want different squads to follow different paths.
Line 44: Line 44:
 
'''Miscellaneous Tips'''
 
'''Miscellaneous Tips'''
 
*You should set some off duty time for your squads - even if they get enough time to take care of their needs, dwarves will still get an unhappy thought from a "Long patrol". Having two squads alternate is a good way to keep your fortress covered while also keeping your military happy.
 
*You should set some off duty time for your squads - even if they get enough time to take care of their needs, dwarves will still get an unhappy thought from a "Long patrol". Having two squads alternate is a good way to keep your fortress covered while also keeping your military happy.
*No matter how good your military is, some enemies are just ridiculously strong in the new version - several people have mentioned [[Bronze_colossus|bronze colossuses]] being particularly unstoppable. Having a "Dump it in the magma" backup plan never hurts.
+
*No matter how good your military is, some enemies are just ridiculously strong in the new version - several people have mentioned {{l|Bronze_colossus|bronze colossuses}} being particularly unstoppable. Having a "Dump it in the magma" backup plan never hurts.
 
*If you want your dwarves to be wrestlers, change their equipment profile in the military menu to include no weapons '''or shields''' (If they have a shield they'll use it to bash enemies which is extremely ineffective). A word of warning: Heat and contamination can transfer through wrestling now, so having your dwarves wrestle fire imps is a good way to get set on fire. Stuck in weapons will also transfer temperature, but not contamination (Technically, the contamination will transfer to the weapon, but the wielder of the weapon won't be affected by it - weapons will only transfer contamination when striking something).
 
*If you want your dwarves to be wrestlers, change their equipment profile in the military menu to include no weapons '''or shields''' (If they have a shield they'll use it to bash enemies which is extremely ineffective). A word of warning: Heat and contamination can transfer through wrestling now, so having your dwarves wrestle fire imps is a good way to get set on fire. Stuck in weapons will also transfer temperature, but not contamination (Technically, the contamination will transfer to the weapon, but the wielder of the weapon won't be affected by it - weapons will only transfer contamination when striking something).
 
*Sometimes your soldiers will stand around in your barracks in civilian clothes, refusing to spar or attend training.  You can keep them from doing this by designating two overlapping barracks and assigning them to both.
 
*Sometimes your soldiers will stand around in your barracks in civilian clothes, refusing to spar or attend training.  You can keep them from doing this by designating two overlapping barracks and assigning them to both.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)