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Difference between revisions of "v0.31 Talk:Scheduling"
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::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead. | ::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead. | ||
::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC) | ::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC) | ||
+ | :::This is strange. My alerts work just fine. They train as ordered. And I modified the schedule a little, and enabled "Train" at the squad's barracks. | ||
+ | :::--[[User:Pirate|Pirate]] 01:15, 24 October 2010 (UTC) | ||
+ | ::::I believe it was so due to a bug that has since long ago been fixed. Setting "train, '''10''' minimum" as per default value is really inadvisable for reasons explained below.--[[User:Another|Another]] 14:51, 24 October 2010 (UTC) | ||
+ | ::How many are you trying to train, vs. how many do you have in your squad? I think if you use the default train 10 minimum, and you do not have ten in your squad, they won't ever meet the requirement and will be stuck waiting for ten dorfs to show up. Set the minimum to at least one fewer dorf than you have, so they can go off duty to eat and drink. --[[Special:Contributions/71.222.194.74|71.222.194.74]] 04:47, 24 October 2010 (UTC) | ||
==Im so looking forward to.. == | ==Im so looking forward to.. == | ||
..this big pile of <s>cr</s>..salespitch being thrown out and replaced by facts and examles. XD | ..this big pile of <s>cr</s>..salespitch being thrown out and replaced by facts and examles. XD | ||
+ | :As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the [[v0.31:Military_interface|interface walkthrough]] (despite being incomplete) should be able to help you. Additionally, please sign your comments. --[[User:Retro|Retro]] 17:06, 17 April 2010 (UTC) | ||
+ | ::The article has a lot of info, I'm not sure anyone is arguing that, but the in-game menus are fairly unintuitive and make actually applying any of this information difficult to impossible. --[[user:mons_farrar|mons_farrar]] | ||
+ | ==How to set up alerts== | ||
+ | Anyone, please write few instructions or example howto of setting common alerts like siege\ground attack. <small>– [[template:unsigned|unsigned]] comment by [[User:95.30.120.167|95.30.120.167]]</small> | ||
+ | :'''For civilians:''' | ||
+ | # Define burro{{k|w}}s over the relevant areas. | ||
+ | # Add the burrows to the relevant alerts ({{k|m}}ilitary screen -> {{k|a}}lerts, highlight the alert, move over to the burrow list, highlight the burrow, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the burrow name if it's assigned to that alert. | ||
+ | # Activate the alert ({{k|m}}ilitary screen -> {{k|a}}lerts, highlight the alert, press {{k|Enter}}). {{DFtext|A|#0F0}} will show up beside the alert name if the civilians are on that alert. | ||
+ | # Enjoy the resultant job-cancellation message spam as your civilians refuse to leave the defined burrows. | ||
+ | :'''For military:''' | ||
+ | # Define burro{{k|w}}s and {{k|N}}otable points. | ||
+ | # Define patrol routes between your points from the points selector ({{k|N}} -> {{k|r}}). | ||
+ | # Go to the {{k|m}}ilitary -> {{k|a}}lerts screen. | ||
+ | # Add as many alerts as you think you need. Note that a squad may only be on one alert condition at a time. | ||
+ | # Go to the {{k|m}}ilitary -> {{k|s}}cheduling screen. | ||
+ | # Assign order(s) to each squad in each month for each alert. Use {{k|/}} and {{k|*}} to switch between alerts, {{k|o}} to add another order to the current month, {{k|e}}dit the highlighted order, {{k|Tab}} to switch lists, and {{k|c}}opy and {{k|p}}aste. | ||
+ | # Go back to the military alerts screen. | ||
+ | # Place your squads on various alerts by highlighting the alert, highlighting the squad, and then press {{k|Enter}}. {{DFtext|A|#0F0}} will show up beside the squad's name if it's on that alert. | ||
+ | # Enjoy watching your squaddies run around in circles as they try to follow your schedules. | ||
+ | :How's that? --[[User:DeMatt|DeMatt]] 06:59, 22 June 2010 (UTC) | ||
+ | |||
+ | ==Dorfs ignoring burrow orders despite alerts?== | ||
+ | I find that my dorfs stay just fine in the burrows, ''if'' they are already in the burrows. Currently, I have a ton of dorfs running around outside while a goblin army is running in their direction, happily reporting that they have no jobs and not bothering to move into the defined burrow (aka within the area where I can actually keep them safe). | ||
+ | I ''did'' follow the walkthrough above, and got the resulting, crippling Cancellation spam, but at least with the "Do Not Go Outside" order, dwarves would run inside and do the entrance boogie. Now they just stand around in one spot screaming about not being able to do their jobs. | ||
+ | :Make sure you didn't add the dwarves to your "!!DRAGON!!" burrow - if the dwarves are added to the burrow, and you then trigger an alert that activates said burrow, the dwarves generally get confused and end up not going anywhere. Keep the burrow un-populated, and only trigger it when you want your dwarves to drop whatever they're fetching outside and run indoors. Personally, I recommend having your "This Is The Safe Zone" spot marked in the Room Of Levers - that also makes it easy to shut down the fortress and flood the invaders with magma and water (or whatever other kind of Fun you have in store). | ||
+ | |||
+ | ==Dwarves becoming civilians in the middle of a siege?== | ||
+ | I have an alert that restricts civilians to an underground burrow and sends squads to various outdoor burrows. When this alert is activated, all the dwarves in the military become civilians and run inside unless given explicit orders to do something else. Has anyone else had this problem? --[[Special:Contributions/99.69.53.238|99.69.53.238]] 06:49, 28 September 2011 (UTC) | ||
+ | :Do you have those squads scheduled for active duty while that alert is active, or do they have No Orders? --[[Special:Contributions/74.102.198.161|74.102.198.161]] 22:16, 28 September 2011 (UTC) |
Latest revision as of 16:18, 17 February 2012
Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'.[edit]
While there are a number problems in the military screen, this is not one of them. I can verify that dwarves can train correctly in any alert state. If your dwarves are failing to train this is not the reason.
At the same time I do know that dwarves failing to train is a common issue. Unfortunately I have not yet seen a clear reproducible report about any specific reason why this might be. Until we have more information on the subject simply accept for now that getting dwarves to train can be . . . difficult.
One trick I have been using that often does seem to get dwarves training when they're being uncooperative is to go back to the squads screen, and toggle the active orders with t a few times. This seems to help. Doctorzuber 15:21, 8 April 2010 (UTC)
- Verily yes, that trick did the trick for me, thanks!
- Eric 01:09, 17 April 2010 (UTC)
- I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead.
- Eric 15:46, 17 April 2010 (UTC)
- This is strange. My alerts work just fine. They train as ordered. And I modified the schedule a little, and enabled "Train" at the squad's barracks.
- --Pirate 01:15, 24 October 2010 (UTC)
- I believe it was so due to a bug that has since long ago been fixed. Setting "train, 10 minimum" as per default value is really inadvisable for reasons explained below.--Another 14:51, 24 October 2010 (UTC)
- How many are you trying to train, vs. how many do you have in your squad? I think if you use the default train 10 minimum, and you do not have ten in your squad, they won't ever meet the requirement and will be stuck waiting for ten dorfs to show up. Set the minimum to at least one fewer dorf than you have, so they can go off duty to eat and drink. --71.222.194.74 04:47, 24 October 2010 (UTC)
Im so looking forward to..[edit]
..this big pile of cr..salespitch being thrown out and replaced by facts and examles. XD
- As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the interface walkthrough (despite being incomplete) should be able to help you. Additionally, please sign your comments. --Retro 17:06, 17 April 2010 (UTC)
- The article has a lot of info, I'm not sure anyone is arguing that, but the in-game menus are fairly unintuitive and make actually applying any of this information difficult to impossible. --mons_farrar
How to set up alerts[edit]
Anyone, please write few instructions or example howto of setting common alerts like siege\ground attack. – unsigned comment by 95.30.120.167
- For civilians:
- Define burrows over the relevant areas.
- Add the burrows to the relevant alerts (military screen -> alerts, highlight the alert, move over to the burrow list, highlight the burrow, press Enter). A will show up beside the burrow name if it's assigned to that alert.
- Activate the alert (military screen -> alerts, highlight the alert, press Enter). A will show up beside the alert name if the civilians are on that alert.
- Enjoy the resultant job-cancellation message spam as your civilians refuse to leave the defined burrows.
- For military:
- Define burrows and Notable points.
- Define patrol routes between your points from the points selector (N -> r).
- Go to the military -> alerts screen.
- Add as many alerts as you think you need. Note that a squad may only be on one alert condition at a time.
- Go to the military -> scheduling screen.
- Assign order(s) to each squad in each month for each alert. Use / and * to switch between alerts, o to add another order to the current month, edit the highlighted order, Tab to switch lists, and copy and paste.
- Go back to the military alerts screen.
- Place your squads on various alerts by highlighting the alert, highlighting the squad, and then press Enter. A will show up beside the squad's name if it's on that alert.
- Enjoy watching your squaddies run around in circles as they try to follow your schedules.
- How's that? --DeMatt 06:59, 22 June 2010 (UTC)
Dorfs ignoring burrow orders despite alerts?[edit]
I find that my dorfs stay just fine in the burrows, if they are already in the burrows. Currently, I have a ton of dorfs running around outside while a goblin army is running in their direction, happily reporting that they have no jobs and not bothering to move into the defined burrow (aka within the area where I can actually keep them safe). I did follow the walkthrough above, and got the resulting, crippling Cancellation spam, but at least with the "Do Not Go Outside" order, dwarves would run inside and do the entrance boogie. Now they just stand around in one spot screaming about not being able to do their jobs.
- Make sure you didn't add the dwarves to your "!!DRAGON!!" burrow - if the dwarves are added to the burrow, and you then trigger an alert that activates said burrow, the dwarves generally get confused and end up not going anywhere. Keep the burrow un-populated, and only trigger it when you want your dwarves to drop whatever they're fetching outside and run indoors. Personally, I recommend having your "This Is The Safe Zone" spot marked in the Room Of Levers - that also makes it easy to shut down the fortress and flood the invaders with magma and water (or whatever other kind of Fun you have in store).
Dwarves becoming civilians in the middle of a siege?[edit]
I have an alert that restricts civilians to an underground burrow and sends squads to various outdoor burrows. When this alert is activated, all the dwarves in the military become civilians and run inside unless given explicit orders to do something else. Has anyone else had this problem? --99.69.53.238 06:49, 28 September 2011 (UTC)
- Do you have those squads scheduled for active duty while that alert is active, or do they have No Orders? --74.102.198.161 22:16, 28 September 2011 (UTC)