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Editing v0.34:Squad
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− | {{quality|Exceptional|23:27, 3 May 2012 (UTC)}}{{av}} | + | {{Buggy}} |
− | + | {{quality|Exceptional|23:27, 3 May 2012 (UTC)}}{{av}} | |
A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military — they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death. | A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military — they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death. | ||
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In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons. You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted. Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''. These are both on (highlighted) by default. ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear. ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute. | In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons. You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted. Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''. These are both on (highlighted) by default. ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear. ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute. | ||
− | To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type ( | + | To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first. |
− | You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems | + | You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems if the soldier is wearing many items of clothing on a particular body part, causing the soldier to repeatedly drop and reacquire equipment, with the resulting hauling jobs preventing training and other duties. If your soldiers are constantly shuffling equipment, order them to replace clothing. |
− | For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick "bolts" and they will use any bolts they can find | + | For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick "bolts" and they will use any bolts they can find. |
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become "stuck" in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on. | If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become "stuck" in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on. | ||
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The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it. A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet). For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned. | The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it. A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet). For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned. | ||
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===Changing Equipment=== | ===Changing Equipment=== | ||
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===Equipping Bone and Shell Armor=== | ===Equipping Bone and Shell Armor=== | ||
− | One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are | + | One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are metals. Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab. A workaround for this problem is that bone and shell are the only "metals" that are both white colored and can be used to make armor by default. So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of "white metal" (thus, a "white metal helm"). This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for "Exact matches" (not "Partial matches") using the {{k|m}} in the Uniforms tab. |
===Equipping Leather Shields=== | ===Equipping Leather Shields=== | ||
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There are two types of active orders that can be given to your dwarves: a move order or an attack order. | There are two types of active orders that can be given to your dwarves: a move order or an attack order. | ||
− | ===Nobles | + | ===Selecting Squads which contain Nobles=== |
− | Here's a link to the DF forum, | + | |
+ | Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted. | ||
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517 | http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517 | ||
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* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is. | * When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is. | ||
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}} | * Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}} | ||
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* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}} | * Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}} | ||
* Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}} | * Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}} |