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	<updated>2026-08-26T01:15:32Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=103918</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=103918"/>
		<updated>2010-05-05T23:08:49Z</updated>

		<summary type="html">&lt;p&gt;Ging: /* Crash bug */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;/div&gt;</summary>
		<author><name>Ging</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=103901</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=103901"/>
		<updated>2010-05-05T21:48:44Z</updated>

		<summary type="html">&lt;p&gt;Ging: /* Equip Assignment Crash Bug */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
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==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
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== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
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==More pages to come, more work to be done==&lt;br /&gt;
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I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
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== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
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These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
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==Archery==&lt;br /&gt;
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I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
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Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
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== Equip Assignment Crash Bug ==&lt;br /&gt;
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Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;/div&gt;</summary>
		<author><name>Ging</name></author>
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