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Difference between revisions of "Attack"

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'''Attack''' is a command that can be given to military [[dwarves]], which instructs them to kill an individual.
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[[File:kill_icon_preview.png|right]]'''Attack''' is a command that can be given to military [[dwarves]], which instructs them to kill an individual.
 
== Fortress Mode ==
 
== Fortress Mode ==
:''(See the [[Military]] article for a full discussion of how to manipulate squads and options with your military, like arming or armouring them, among many other important concepts. This article is for an unarmed, immediate response only, the most basic concept.)''
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:''(See the [[Military]] article for a full discussion of how to manipulate squads and options with your military, like arming or armoring them, among many other important concepts. This article is for an unarmed, immediate response only, the most basic concept.)''
  
The military menus (plural) can be confusing at first. You should learn how they work. But if you haven't done that, and all you want/need to do is deal with a minor target ''right now'', without any complex preparation, no armour or weapons, perhaps a [[thief]], perhaps a [[creature]], this is the easiest way to do it (short of relying on [[Kennel#Trainable_Animals|attack animals]] or [[trap design|complex traps]])...
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To issue a kill order, simply press {{Menu icon|q}}, select the military squad that will carry out the order, then click on the sword icon, then click the target. In some cases, a list of units will appear, with the player able to select and deselect enemy units.
 
 
:*1) '''Pause''' the game (by hitting {{k|spacebar}}).
 
 
 
:*2) In the '''{{k|n}}obles menu''', assign a "militia commander". Select a dwarf you ''don't'' plan to use for this skirmish.
 
 
 
::*2.1) Exit and re-enter the {{k|n}}obles screen, and you'll notice a new position appears at the bottom, "militia captain". Assign one of the dwarves you want to use for this skirmish to "militia captain". {{k|Esc}} out of the nobles menu.
 
 
 
:*3) Open the '''{{k|m}}ilitary menu'''. Use the up/down arrows to highlight the "militia captain" and hit {{k|c}}reate squad.
 
 
 
::: When prompted, use the up/down arrows to highlight "'''no uniforms'''", and hit {{k|Enter}}.  You should see the name of the squad and the captain you just assigned.
 
 
 
::*3.1) Use the left/right/up/down arrows to highlight an "AVAILABLE" slot, and then choose the next dwarf you want in that squad. (You can {{k|Esc}}ape to check the map and ID your dwarves and then come back to this {{k|m}}ilitary screen to finish filling in the squad.)
 
 
 
::*3.2) Once you have all the dwarves you want, hit {{k|u}} for "supplies".  Use the {{k|-}}/{{k|+}} keys to select "'''Do not carry water'''", and the {{k|/}}/{{k|*}} keys to select "'''Do not carry food'''".  Hit {{k|Esc}} to ''completely'' exit the military menu.
 
 
 
:*4) Now hit {{k|s}} to open the '''{{k|s}}quads sub-window''' (note that this is ''not'' in the military menu). 
 
 
 
::*4.1) Hit the letter key corresponding to your new squad (it should be {{k|a}} unless you have other squads set up previously). Typing the letter should just select the whole squad, highlighting the squad name in light blue - if it instead takes you to the individual recruit selection page, hit {{k|esc}} to go back to the squad page, then {{k|p}} once to reset to squad-level selection, and hit the squad's letter again.
 
 
 
::*4.1.5) Skip to the next step if the squad is already in range of the target(s) (which is likely if you formed the squad from the nearest <s>victims</s> volunteers); if not, hit {{k|m}}, move the cursor near (within 10 to 20 steps) to your target, and hit {{k|enter}} to order them to {{k|m}}ove to that location. (Note, though, if the target is moving or a long way away, ordering short hops may be better than ordering one move). Unpause (you may press space to unpause without leaving the squad window) and let them go to the location. When close, pause again and...
 
 
 
::*4.2) Hit {{k|k}} to attack ({{k|k}}ill!) a target.  Now you have several ways to choose your target - or more than one target, depending on the method...
 
 
 
:::* If you move the cursor over the target, you can hit {{k|Enter}}.
 
:::* Hit {{k|l}}ist for a list of possible targets. The actual creatures/targets will flash on the main map with their identifying letter to aid you in differentiating.
 
:::* If you have a number of targets, you can move the cursor and hit {{k|Enter}} to form the opposite corners of a (highly visible!) rectangle - all non-friendly creatures within that area will then be targeted.
 
 
 
:::The squad should now be listed as assigned to "Kill _____", flashing in red at the top of the sub-window.  Once you see that, hit {{k|Esc}}...
 
 
 
:*5) ...And '''un-pause''' the game.
 
 
 
:(When the deed is done, simply go into the {{k|m}}ilitary screen, select that squad, and {{k|d}}elete that squad. Since the dwarves have no equipment/weapons, they won't drop anything, and will simply find a new job and wander back to work.)
 
 
 
If the target escapes from the map or otherwise becomes inaccessible, then the order to kill may be cancelled without deleting the squad. Go to {{K|s}} squad, {{K|a}} select exclusively, {{K|o}} cancel Order.  (Note that drowning does not count as "inaccessible" - a dwarf will cheerfully jump off an edge and fight a drowning rhesus macaque until he drowns 12 squares out in the open ocean)
 
 
 
Note that unarmed, untrained dwarves are not very impressive in their death-dealing abilities, not even against minor opponents - and one with a knife can prove to be quite dangerous. Sending four or more against a goblin/kobold thief will eventually kill the little bugger, but not before some injuries to the home team.
 
 
 
For a truly safe response system, you need regular military - and to expand on this by reading and understanding the [[military]] and related articles.
 
  
 
== Adventure mode ==
 
== Adventure mode ==
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* '''Automatic''' - this the typical roguelike method of using the movement keys towards an adjacent enemy. When moving towards a friendly unit you will swap places with them, instead. [[Combat#Combat_preferences|Combat preferences]] affect which attack types are chosen.
 
* '''Automatic''' - this the typical roguelike method of using the movement keys towards an adjacent enemy. When moving towards a friendly unit you will swap places with them, instead. [[Combat#Combat_preferences|Combat preferences]] affect which attack types are chosen.
 
* '''Manual''' - with {{k|A}} you can attack any specific adjacent creature in a specific way; you will need to confirm the attack if the creature is not already in conflict with you. This menu also offers some defensive actions.
 
* '''Manual''' - with {{k|A}} you can attack any specific adjacent creature in a specific way; you will need to confirm the attack if the creature is not already in conflict with you. This menu also offers some defensive actions.
* '''Ranged''' - using either {{k|f}} to fire a projectile with an equiped weapon such as a crossbow, or {{k|t}} to throw an object from your inventory.
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* '''Ranged''' - using either {{k|f}} to fire a projectile with an equipped weapon such as a crossbow, or {{k|t}} to throw an object from your inventory.
 
* '''Powers''' or '''abilities''' - [[Intelligent undead]] syndromes can grant powers that can be used from the {{k|x}} menu (such as Ice Bolt, for example). Most creatures can spit from this menu, but that does nothing except rarely escalate the [[level of conflict]].
 
* '''Powers''' or '''abilities''' - [[Intelligent undead]] syndromes can grant powers that can be used from the {{k|x}} menu (such as Ice Bolt, for example). Most creatures can spit from this menu, but that does nothing except rarely escalate the [[level of conflict]].
 
* '''Jumping''' - using {{k|j}} and aiming for a creature usually results in them scrambling out of the way, but if you do hit them, it can send them flying which can cause injuries when they land. Unlike the other ways to attack this does not technically count as an attack, so it will not escalate their level of conflict.
 
* '''Jumping''' - using {{k|j}} and aiming for a creature usually results in them scrambling out of the way, but if you do hit them, it can send them flying which can cause injuries when they land. Unlike the other ways to attack this does not technically count as an attack, so it will not escalate their level of conflict.

Latest revision as of 04:34, 9 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Kill icon preview.png

Attack is a command that can be given to military dwarves, which instructs them to kill an individual.

Fortress Mode[edit]

(See the Military article for a full discussion of how to manipulate squads and options with your military, like arming or armoring them, among many other important concepts. This article is for an unarmed, immediate response only, the most basic concept.)

To issue a kill order, simply press Ui q.pngq, select the military squad that will carry out the order, then click on the sword icon, then click the target. In some cases, a list of units will appear, with the player able to select and deselect enemy units.

Adventure mode[edit]

Generally, there are multiple ways to attack in adventurer mode:

  • Automatic - this the typical roguelike method of using the movement keys towards an adjacent enemy. When moving towards a friendly unit you will swap places with them, instead. Combat preferences affect which attack types are chosen.
  • Manual - with A you can attack any specific adjacent creature in a specific way; you will need to confirm the attack if the creature is not already in conflict with you. This menu also offers some defensive actions.
  • Ranged - using either f to fire a projectile with an equipped weapon such as a crossbow, or t to throw an object from your inventory.
  • Powers or abilities - Intelligent undead syndromes can grant powers that can be used from the x menu (such as Ice Bolt, for example). Most creatures can spit from this menu, but that does nothing except rarely escalate the level of conflict.
  • Jumping - using j and aiming for a creature usually results in them scrambling out of the way, but if you do hit them, it can send them flying which can cause injuries when they land. Unlike the other ways to attack this does not technically count as an attack, so it will not escalate their level of conflict.

An automatic or manual attack can be a weapon strike, shield bash, strike with a body part (such as punch, kick, scratch, bite, etc.), or wrestling move. A wrestling move starts with a grab, that can be followed by a takedown, throw, lock, break, choke, strangle, etc., depending on the grab.

"Attack" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: rashgur
Elven: irithe
Goblin: umuz
Human: nashra
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