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	<updated>2026-04-07T01:15:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234437</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=234437"/>
		<updated>2017-12-25T02:39:41Z</updated>

		<summary type="html">&lt;p&gt;Azeroth: /* Other Notes */  Copied in DF2014:Reports to new Mission Reports ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and Explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen Recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad Selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other Notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
=== Mission Reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete, please feel free to contribute''&lt;br /&gt;
* Slipped into settlement undetected&lt;br /&gt;
* Searched settlement&lt;br /&gt;
* Stole artifact&lt;br /&gt;
* Freed the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* Confronted the Human/Elf/Goblin/Dwarf&lt;br /&gt;
* The Human/Elf/Goblin/Dwarf fought with&lt;br /&gt;
* Human/Elf/Goblin/Dwarf's (body part) was torn out/ripped off&lt;br /&gt;
* Human/Elf/Goblin/Dwarf was struck down&lt;br /&gt;
* Item/Artifact was looted from Human/Elf/Goblin/Dwarf&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Azeroth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glass_window&amp;diff=46503</id>
		<title>Glass window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glass_window&amp;diff=46503"/>
		<updated>2008-12-15T19:38:09Z</updated>

		<summary type="html">&lt;p&gt;Azeroth: Redirecting to Window&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[window]]&lt;/div&gt;</summary>
		<author><name>Azeroth</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7475</id>
		<title>40d Talk:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_generation&amp;diff=7475"/>
		<updated>2008-11-21T08:06:16Z</updated>

		<summary type="html">&lt;p&gt;Azeroth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you guys can think of anything to add to this, let me know. [[User:Schm0|Schm0]] 19:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would suggest changing the region numbers to 101-107 etc, as they're unlikely to be already used, and most pregen maps (packs and non-packs) are unlikely to ever use that range either. --[[User:N9103|Edward]] 23:01, 3 January 2008 (EST)&lt;br /&gt;
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:Simple, I want a description of what the symbols on the map mean. eg, what does &amp;quot;#&amp;quot; stand for?&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and I can't get the last graphic to show, even though it exists. [[User:Schm0|Schm0]] 20:17, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It took me *way* too long to figure out, but I know why the last picture isnt showing. It has &amp;quot;ad&amp;quot; in the URL, and you are using AdBlock.&lt;br /&gt;
:Thank you, anonymous. :)&lt;br /&gt;
&lt;br /&gt;
From my own little experiments, it looks like the /wait commands aren't needed. There may be a difference in OS here, but under Windows XP Home SP2, I can create a .bat file with&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 1&lt;br /&gt;
&lt;br /&gt;
dwarfort.exe -gen 2&lt;br /&gt;
&lt;br /&gt;
right after the other. When one creation ends, the window closes and the next begins. The two [RANDOM]s aren't required, either. If the .bat is in the same folder as your executable, you don't have to go through the whole &amp;quot;C:\df\whatever&amp;quot; tree, either. [[User:Mephisto|Mephisto]] 16:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, like I said, it's for you to use or modify if necessary. I know that it will be compatible on all copies of XP and beyond... I don't care to bother and check what version of XP I have, but the batch program will not function correctly unless I use the /wait commands. Obviously you wouldn't need to include the directory of the files, unless you ran it from the desktop. Some good observations, nonetheless. [[User:Schm0|Schm0]] 22:15, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just tried this without the &amp;quot;start /wait&amp;quot; part, and it didn't work for me (Win XP SP1) - it generates only one map, then stops. Leave the code as it is.--[[User:Siliziumleben|Siliziumleben]] 21:32, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Like it more this way. If you'll have any problems with 'wait's, just add it.--[[User:Dorten|Dorten]] 01:42, 11 January 2008 (EST)&lt;br /&gt;
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i dont get seeds.. sure theyre not random... but what do they do? a list of different seeds and what they create? [[User:Twiggie|Twiggie]] 10:16, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
seeds define the world that is generated; unless you want a world that somebody else has generated, then using the 'random seed' option will give you a more-or-less random map, (don't be confused by all the pseudorandom stuff, it's random enough -_-) well, I doubt anybody has a list of pregenerated worlds and their seeds, but I think it'd be better to create your own. There'll be areas with low difficulty and areas with high difficulty, so there's no problem there.&lt;br /&gt;
[[User:Jc100|Jc100]] 06:18, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On random seeds... It is very difficult to make a number that is truly random on a computer.  Instead of doing something like hooking up a Geiger counter and a source[http://www.imagesco.com/geiger/geiger-counter-kits.html#rngad] to generate a pseudo random number, you pick a starting point - a seed.  You can run this number through a function[http://en.wikipedia.org/wiki/Mersenne_twister] and get another number.  This new number is returned and used in the next iteration.  This is a pseudo random number sequence[http://en.wikipedia.org/wiki/Pseudorandom_number_generator].  One of the things that is useful about a pseudo random number sequence is that it is deterministic - if you start with the same seed, you will get the same random numbers.  Thus, when you use the seed someone has provided, you will get the same world generated. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Image:Pocket example.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
With v0.27.176.38c, in world generation you can now select the size of the world.  For example - a pocket world (above) - thats it, thats the whole thing. --[[User:Shagie|Shagie]] 17:26, 29 February 2008 (EST)&lt;br /&gt;
:On the topic of updating this, I've gone through and done so. We might need a new page for all the advanced options, though. [[User:Masterful|Masterful]] 03:26, 15 July 2008 (EST) &lt;br /&gt;
:Yeh this page needs some updating for v0.27.176.38c. What seed did you use to generate that Shagie? All pocket worlds I generate have 10,000's of rejects and I give up. [[User:Yvain|Yvain]] 03:07, 21 March 2008 (EDT)&lt;br /&gt;
::Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:52, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What do they mean ==&lt;br /&gt;
&lt;br /&gt;
What do the options mean specifically? How does percentage of beasts dead before stoppage effect my game world, how does changing the elevation by 1 or 10 or 100 effect the generation process. What do I do to get more rivers or less mountains. Something more detailed than taking a dictionary to a screen would be helpful. Consider that new gamers who know nothing about anything related except Tolkien might be looking at this and trying to figure it out. What versions brought in what features? Etc.&lt;br /&gt;
Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who is Toady referencing in the interview? ==&lt;br /&gt;
&lt;br /&gt;
I think there's an ever so slight possibility that he means me. I'm...not sure though, and it's not likely, but it feels nice to know there's a possibility.&lt;br /&gt;
&lt;br /&gt;
 At its most complex, running Dwarf Fortress is like having an ant farm. You look in, and these little bearded guys are roaming all around, each with his own agenda. It's fascinating to watch for its own sake.&lt;br /&gt;
 &lt;br /&gt;
 TA: Somebody modded their dwarves into antmen [laughs]. I even have a few people that went as far as donating, and they don't even play. They just like to check out the stories.&lt;br /&gt;
&lt;br /&gt;
I wonder...&lt;/div&gt;</summary>
		<author><name>Azeroth</name></author>
	</entry>
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