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Editing v0.31:Military F.A.Q.
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− | + | This is a list of '''Frequently Asked Questions''' related to the '''{{l|military}}'''. You may also want to read '''{{l|squads}}''', '''{{l|scheduling}}''' and '''{{l|equipment}}'''. | |
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− | This is a list of '''Frequently Asked Questions''' related to the ''' | ||
A note to keep in mind: As 0.31.03 is still far from being all cleaned up and tidy, many of these questions are for now answered with "this is a bug, sorry" or a quick workaround. We will have to make do until the next bugfix. | A note to keep in mind: As 0.31.03 is still far from being all cleaned up and tidy, many of these questions are for now answered with "this is a bug, sorry" or a quick workaround. We will have to make do until the next bugfix. | ||
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===My dwarves won't do anything but stand around!=== | ===My dwarves won't do anything but stand around!=== | ||
− | 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 | + | 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 {{l|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 | + | '''NOTE:''' If you are simply trying to get your military to train, you need to press t while viewing your barracks with q, to set that squad to train. |
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In the {{k|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want. | In the {{k|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want. | ||
− | '''Note:''' If you later go to the {{k|n}}obles screen, | + | '''Note:''' If you later go to the {{k|n}}obles screen, The first squad's leader will be listed as ''Militia Commander'' while subsequent squad leaders will be listed as ''Militia Captains''. |
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By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 maximum) all year round is a good way to begin and should already be down as default. | By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 maximum) all year round is a good way to begin and should already be down as default. | ||
− | '''Note:''' You can give very intricate operating orders for training, patrolling, etc, but they are not needed initially and may cause confusion getting your <s>morons</s> | + | '''Note:''' You can give very intricate operating orders for training, patrolling, etc, but they are not needed initially and may cause confusion getting your <s>morons</s> dwarfs to activate for the first time. |
− | '''3. The squad needs a | + | '''3. The squad needs a place to operate out of''' |
− | Assuming you already have a barracks | + | Assuming you already have a barracks marked bedroom, {{k|q}}uery-ing the bed will have the newly created squad listed. |
(z) flags the area for sleeping | (z) flags the area for sleeping | ||
(t) flags the area for training | (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. | (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 | + | '''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. |
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'''5. Hope for the best!''' | '''5. Hope for the best!''' | ||
− | Un-pausing the game, you should be receiving the drafted | + | Un-pausing the game, you should be receiving the drafted Dwarfs' Professions changing to their military versions almost immediately. |
'''Note:''' When troubleshooting, a schedule of training (10 maximum) all year round saves a lot of heartache when trying to get the system running for the first time. | '''Note:''' When troubleshooting, a schedule of training (10 maximum) all year round saves a lot of heartache when trying to get the system running for the first time. | ||
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===Alerts? Schedules? What am I looking at here?=== | ===Alerts? Schedules? What am I looking at here?=== | ||
− | A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to | + | A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to {{l|Scheduling#Routes|patrol your trade route}} and change their scheduling in 'Bloody Kobolds' to {{l|Scheduling#Defend Burrows|defend a pre-defined burrows}} around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the hoard from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance. |
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear. | Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear. | ||
− | As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See | + | As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See {{l|Scheduling}} for more information. |
===I can't seem to apply orders to my schedule=== | ===I can't seem to apply orders to my schedule=== | ||
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If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves. | If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves. | ||
− | SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like | + | SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like {{L|hydra}}s or {{L|minotaurs}} or {{L|forgotten beast}}s ''can'' be targeted for slaughter, but the dwarves won't actually carry it out. The only way around this is to order a squad to {{k|m}}ove to the location of the enemy instead. |
Just watch out for the next question below... | Just watch out for the next question below... | ||
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===My dwarves won't go off-duty! They're starving themselves!=== | ===My dwarves won't go off-duty! They're starving themselves!=== | ||
− | Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad | + | Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad, some of your dwarves will be able to relax and take some me-time to grab supplies while the others follow your orders out. |
===I keep activating my dwarves but they still have their civilian positions!=== | ===I keep activating my dwarves but they still have their civilian positions!=== | ||
− | If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians ( | + | If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (ie. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepancy between which orders are 'civilian' orders and which are 'military' orders. The Inactive/training alert switches dwarves to civilian labors and self-training in their spare time, while the Active/Training alert keeps dwarves in the barracks all the time. Unhappy thoughts from long duty do not occur on the active alert as long as they spend every other three months or so actively training instead of actively defending a chokepoint. |
===I can't seem to get my marksdwarves to practice firing at all!=== | ===I can't seem to get my marksdwarves to practice firing at all!=== | ||
− | There are several steps to getting marksdwarves to practice at | + | There are several steps to getting marksdwarves to practice at {{L|archery target}}s. |
1. Check that your prospective marksdwarves are equipped appropriately with the {{k|v}}-{{k|i}} keys. | 1. Check that your prospective marksdwarves are equipped appropriately with the {{k|v}}-{{k|i}} keys. | ||
− | 2. Build an archery target | + | 2. Build an archery target. |
− | 3. Use the {{k|q}} menu to designate the archery target as a | + | 3.Use the {{k|q}} menu to designate the archery target as a {{L|room}}. Dwarves must stand at least two panels from the archery target. |
4. Make sure that the shooting direction set for the target allows dwarves to use it. The {{k|w}}{{k|a}}{{k|s}} and {{k|d}} keys are used to designate shooting direction. | 4. Make sure that the shooting direction set for the target allows dwarves to use it. The {{k|w}}{{k|a}}{{k|s}} and {{k|d}} keys are used to designate shooting direction. | ||
− | + | 4. Assuming you have military squads, you should see their names on the target's information panel. Scroll to the appropriate archer squad/squad containing archers using the {{K|+}} and {{k|-}} keys. | |
− | + | 5. Now the target must be set as available for training. Press {{k|t}} once you have selected the appropriate squad. Multiple squads must be selected separately in this way to allow them all to practice at the archery range. | |
− | + | 6. Check your ammunition supplies! Press {{k|m}} then {{k|f}} to view the ammunition screen. Scroll to the marksdwarf squad and add new ammunition. Ammunition may be further customized by material using the {{k|M}} key. | |
− | + | 7. This ammunition must then be designated for combat, training, or both using the {{k|C}} and {{k|T}} keys. It is recommended to create TWO separate ammunition piles, one for combat and one for training. This will ensure dwarves always save some ammunition for fighting instead of using it all while training. It is further recommended to save metal bolts for fighting, and wood and bone bolts for training. | |
− | + | For additional assistance, try viewing Capnduck's tutorial: [http://www.youtube.com/watch?v=uobESZ49hbs] | |
===My marksdwarves are sparring with their crossbows as a melee weapon!=== | ===My marksdwarves are sparring with their crossbows as a melee weapon!=== | ||
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You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign the squad your preferred ammunition. Remember to assign seperate piles for training and fighting, or the squad will use all the bolts training and not have any left for killing enemies. | You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign the squad your preferred ammunition. Remember to assign seperate piles for training and fighting, or the squad will use all the bolts training and not have any left for killing enemies. | ||
− | It is also possible that marksdwarves in | + | It is also possible that marksdwarves in DF2010 will not fire crossbows without a quiver; in the old version marksdwarves would carry a stack of bolts in their hand, but this does not seem to be the case anymore. Create some {{L|quiver}}s and try again. |
===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 seems to be a bug as well (yes, there are many). A workaround for this is to give your marksdwarf a '''{{l|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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− | A workaround for this is to give your marksdwarf a ''' | ||
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''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.'' | ''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.'' | ||
− | {{Military}} | + | {{Military v0.31}} |