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Editing v0.31:Military F.A.Q.

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{{av}}
 
{{av}}
  
This is a list of '''Frequently Asked Questions''' related to the '''[[military]]'''. You may also want to read '''[[squads]]''', '''[[scheduling]]''' and '''[[equipment]]'''.
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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}}'''.
  
 
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 [[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.
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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 create a [[barracks]] and assign the squad to train there: press t while viewing your barracks with q, to set that squad to train.
 
'''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press t while viewing your barracks with q, to set that squad to train.
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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 [[Scheduling#Routes|patrol your trade route]] and change their scheduling in 'Bloody Kobolds' to [[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.
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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 [[Scheduling]] for more information.
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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 [[hydra]]s, [[minotaur|minotaurs]], or [[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.  (It seems like a squad of any kind of monster is immune, more likely than not, and the same kind may be vulnerable to a kill order one time and resistant the next.)
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SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like {{L|hydra}}s, {{L|minotaur|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.  (It seems like a squad of any kind of monster is immune, more likely than not, and the same kind may be vulnerable to a kill order one time and resistant the next.)
  
 
Just watch out for the next question below...
 
Just watch out for the next question below...
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===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 [[archery target]]s.  
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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. To create a target, open the {{k|b}}uild menu and select {{k|A}}rchery target. It uses one stone, log, bar or block and requires the architecture skill to finish.
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2. Build an archery target.
  
3. Use the {{k|q}} menu to designate the archery target as a [[room]]. Dwarves must stand at least two panels from the archery target.
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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.  
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9. Make sure they have a barracks to train at also! When the squad is set to active/train, they will want to do more than target practice. Without a training barracks assigned to the squad, they will sit around doing nothing being unable to follow orders.  
 
9. Make sure they have a barracks to train at also! When the squad is set to active/train, they will want to do more than target practice. Without a training barracks assigned to the squad, they will sit around doing nothing being unable to follow orders.  
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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 v0.31 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 [[quiver]]s and try again.
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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!===
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This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later {{verify}} ).
 
This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later {{verify}} ).
  
A workaround for this is to give your marksdwarf a '''[[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 '''{{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.
  
 
If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again.
 
If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again.
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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}}
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{{Military v0.31}}

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