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Editing v0.34:Military design
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<!-- Editors & Contributors''': Please see the discussion page before posting. --> | <!-- Editors & Contributors''': Please see the discussion page before posting. --> | ||
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==Training== | ==Training== | ||
− | + | One of the important parts of a military is to have dwarves with high physical [[attribute]]s and decent [[experience]] in [[combat skill]]s, and that requires training them up. See [[cross-training]] for suggestions on various attribute training plans. | |
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− | + | The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s are more suitable for combat training than others. See [[mass pitting]]. | |
− | + | For further information on how to better improve your dwarves training, see [[training]]. | |
===Daylight training room=== | ===Daylight training room=== | ||
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* Every marksdwarf needs a quiver. | * Every marksdwarf needs a quiver. | ||
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad. | * Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad. | ||
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==== Live targets ==== | ==== Live targets ==== | ||
− | Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made | + | Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away. |
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− | + | ╔═══════════╗ four z-levels up: | |
− | + | ║***********║ ╔═╦═╦═╦═╦═╗ | |
− | ╔═══════════╗ | + | ║*+*+*g*+*+*║ ║*║*║*║*║*║ |
− | ║ | + | ║***********║ ║+║+║+║+║+║ |
− | ║ | + | ║▼*********▼║ ║+++++++++║ |
− | ║ | + | ║+++++++++++║ ║+++++++++║ |
− | ║▼ | ||
− | ║+++++++++++║ | ||
║+++++++++++║ | ║+++++++++++║ | ||
║+++++++++++║ ║D║ | ║+++++++++++║ ║D║ | ||
− | ║+++++++++++║ ║+║ | + | ║+++++++++++║ ║+║ |
− | ║+++++++++++║ | + | ║+++++++++++║ Locked tunnel |
− | ║+++++++++++║ | + | ║+++++++++++║ one z-level down |
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ║+║ | ║+++++++++++║ ║+║ | ||
║+++++++++++║ ╔════╝D╚════╗ | ║+++++++++++║ ╔════╝D╚════╗ | ||
− | ║ | + | ║***********║ ║+++++++++++║ |
║▼▼▼▼▼▼▼▼▼▼▼║ ║▲▲▲▲▲▲▲▲▲▲▲║ | ║▼▼▼▼▼▼▼▼▼▼▼║ ║▲▲▲▲▲▲▲▲▲▲▲║ | ||
║++☺+++☺++☺+║ ╚═══════════╝ | ║++☺+++☺++☺+║ ╚═══════════╝ | ||
║+☺++☺++☺+++║ | ║+☺++☺++☺+++║ | ||
║+++++++++++║ | ║+++++++++++║ | ||
− | ╚════++ | + | ╚════++═════╝ |
− | + | ò Lever to bridge | |
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==Squad management== | ==Squad management== | ||
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]]. | Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]]. | ||
− | Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly trained melee dwarves in the squad with them. | + | Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them. |
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element — [[losing|Fun happens]]. | If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element — [[losing|Fun happens]]. | ||
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==== Starter Uniform ==== | ==== Starter Uniform ==== | ||
− | # | + | # Leather shirts |
− | # | + | # Leather trousers |
− | # | + | # Leather armor |
− | # | + | # Leather low/high boots |
# Bone gauntlets | # Bone gauntlets | ||
− | # | + | # Bone helms |
− | # Wooden | + | # Bone greaves |
− | # | + | # Wooden shields |
+ | # Melee weapons (non-training) or Crossbows | ||
==== Basic Uniform ==== | ==== Basic Uniform ==== | ||
− | + | # Leather shirt | |
− | # | + | # Leather trousers |
− | # | + | # Leather hoods |
− | # | + | # Leather mittens |
+ | # Cloaks (6) | ||
+ | # Socks | ||
# Metal helm | # Metal helm | ||
− | # Metal | + | # Metal mail armor |
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# Metal gauntlets | # Metal gauntlets | ||
− | # Metal | + | # Metal greaves |
− | # | + | # Metal low/high boots |
− | # | + | # Metal shield |
− | # | + | # Metal melee weapon (non-training) |
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− | You can order your dwarves to wear more than one piece of same type, | + | You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. The [[Armor]] article explains these possibilities in detail. |
==Strategy & Tactics== | ==Strategy & Tactics== | ||
===Roughing it=== | ===Roughing it=== | ||
− | Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep | + | Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Note that sleeping on the floor also causes unhappy [[thought]]s; if floor sleeping is included in a military design, be sure to add counteracting thoughts. |
===Wait for my signal...=== | ===Wait for my signal...=== | ||
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==Animals== | ==Animals== | ||
− | [[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it. Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal | + | [[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian. Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it. Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themself. |
{{Military}} | {{Military}} |