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Editing Military F.A.Q.
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By default, newly created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see [[Scheduling]]) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling. | By default, newly created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see [[Scheduling]]) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling. | ||
− | '''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press | + | '''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press t while viewing your barracks with q, to set that squad to train. |
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A handy check list for when you've no more hair to pull out. | A handy check list for when you've no more hair to pull out. | ||
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'''1. You need a commander for the squad''' | '''1. You need a commander for the squad''' | ||
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Assuming you already have a barracks-marked room, {{k|q}}uery-ing the barracks-denoting piece of furniture (bed, armor stand, or weapons rack) will list all of your squads. Then, select the squad you want from the list. | Assuming you already have a barracks-marked room, {{k|q}}uery-ing the barracks-denoting piece of furniture (bed, armor stand, or weapons rack) will list all of your squads. Then, select the squad you want from the list. | ||
− | + | (z) flags the area for sleeping | |
− | + | (t) flags the area for training | |
− | + | (i) and (q) flags the area for dumping their equipment all over the place. This is only important if your squads ever go inactive and have been ordered to switch to civilian gear only. | |
'''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training. You will probably have more than one bed, armor stand, or weapon rack in the barracks, so will have to find the one room-defining object by moving the cursor around. Remember to only have one piece of furniture define the space, don't have overlapping room definitions. | '''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training. You will probably have more than one bed, armor stand, or weapon rack in the barracks, so will have to find the one room-defining object by moving the cursor around. Remember to only have one piece of furniture define the space, don't have overlapping room definitions. | ||
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'''4. The squad needs to be activated''' | '''4. The squad needs to be activated''' | ||
− | In the {{k|s}}quad screen, Your first squad will be selected with | + | In the {{k|s}}quad screen, Your first squad will be selected with (a), whereupon the (t) option will toggle the squad between its inactive state and its active/<scheduling> state. |
'''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year. | '''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year. | ||
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===I can't get my dwarves to STOP killing things!=== | ===I can't get my dwarves to STOP killing things!=== | ||
− | When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead | + | When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead. |
If a squad is trying to {{K|s}}->{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order. | If a squad is trying to {{K|s}}->{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order. | ||
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===My hunter/marksdwarf ran out of bolts and won't pick up more!=== | ===My hunter/marksdwarf ran out of bolts and won't pick up more!=== | ||
− | This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later | + | This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later {{verify}} ). |
A workaround for this is to give your marksdwarf a '''[[Squads#Selecting_Squads.2FSoldiers|move order]]''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem. | A workaround for this is to give your marksdwarf a '''[[Squads#Selecting_Squads.2FSoldiers|move order]]''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem. | ||
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If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again. | If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again. | ||
− | A related bug is that a hunter/marksdwarf might get stuck in a loop of picking up and dropping equipment (bows, bolts etc.), even if he usually trains at the range normally and/or there are animals to go hunt. Try removing his equipment on the military screen, watch him drop it, and then | + | A related bug is that a hunter/marksdwarf might get stuck in a loop of picking up and dropping equipment (bows, bolts etc.), even if he usually trains at the range normally and/or there are animals to go hunt. Try removing his equipment on the military screen, watch him drop it, and then re-assign it. Make sure you have two piles of ammo listed for combat and training. Disabling the Hunting labour also seems to snap them out of this loop so that they will go and train instead. This problem may also be related to traffic designations - try removing any restrictive paths which might block access to needed equipment. |
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{{Military}} | {{Military}} | ||
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