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Editing v0.31:Scheduling

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==Passive Defense==
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=Passive Defense=
  
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.
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The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.
  
 
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.
 
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.
  
There is a clear discrepancy between ''active'' orders and ''passive'' orders the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.
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There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.
  
 
For more information on '''active''' commands, see '''[[Squads]]'''.  
 
For more information on '''active''' commands, see '''[[Squads]]'''.  
  
===Alert Levels===
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==Alert Levels==
  
 
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year. By default, your squads will all be set to 'Inactive' - in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills. You will need to make more alerts if you want them to do anything more complicated than this.  
 
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year. By default, your squads will all be set to 'Inactive' - in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills. You will need to make more alerts if you want them to do anything more complicated than this.  
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The main reason you want to use civilian alerts is to enforce [[burrow]] restrictions... ie making sure that your civilian Dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where Dwarves live and work around on a monthly basis<sup>(how?)</sup>, if you are so inclined.
 
The main reason you want to use civilian alerts is to enforce [[burrow]] restrictions... ie making sure that your civilian Dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where Dwarves live and work around on a monthly basis<sup>(how?)</sup>, if you are so inclined.
  
===Schedules===
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==Schedules==
  
 
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the {{k|m}}ilitary screen.
 
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the {{k|m}}ilitary screen.
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'''More Warning:''' When using a rotation schedule as described in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.
 
'''More Warning:''' When using a rotation schedule as described in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.
  
===Orders===
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==Orders==
  
 
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the [[Squads#Selecting_Squads.2FSoldiers|squad movement]] section on the [[squads]] page.
 
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the [[Squads#Selecting_Squads.2FSoldiers|squad movement]] section on the [[squads]] page.
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The five types of scheduling orders are listed below:
 
The five types of scheduling orders are listed below:
  
====Inactive / no order====
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===Inactive / no order===
  
 
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing "Individual training" when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.
 
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing "Individual training" when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.
  
====Training====
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===Training===
  
 
For your dwarves to train a '''[[barracks]]''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.
 
For your dwarves to train a '''[[barracks]]''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.
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When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.
 
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.
  
====Defend Burrows====
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===Defend Burrows===
  
 
After a [[burrow]] has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. <!--COULD USE MORE DETAIL + CONFIRMATION-->
 
After a [[burrow]] has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. <!--COULD USE MORE DETAIL + CONFIRMATION-->
  
====Stations====
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===Stations===
  
 
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.
 
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.
  
====Routes====
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===Routes===
  
 
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.
 
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.
  
===Instructors and Demonstrations===
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==Instructors and Demonstrations==
  
 
Members of a squad with relatively high experience in a [[combat skill]] will lead the group during a [[sparring|training]]  session. This can be in the form of a demonstration. Instructors gain [[teacher|teaching]] experience, while students gain [[student]] and [[concentration]] experience. Higher levels of these skills make demonstrations more effective<sup>[http://www.bay12forums.com/smf/index.php?topic=85279.0 source]</sup>.  Observing demonstrations (with typically non-existent teacher/student/concentration skills) is not as effective as practicing and sparring; to maximize sparring organize your dwarves into squads of three, with two required for any training activity.
 
Members of a squad with relatively high experience in a [[combat skill]] will lead the group during a [[sparring|training]]  session. This can be in the form of a demonstration. Instructors gain [[teacher|teaching]] experience, while students gain [[student]] and [[concentration]] experience. Higher levels of these skills make demonstrations more effective<sup>[http://www.bay12forums.com/smf/index.php?topic=85279.0 source]</sup>.  Observing demonstrations (with typically non-existent teacher/student/concentration skills) is not as effective as practicing and sparring; to maximize sparring organize your dwarves into squads of three, with two required for any training activity.
  
===Individual Combat Drill===
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==Individual Combat Drill==
  
 
Otherwise unoccupied soldiers may go to the barracks for individual combat drills regardless of the alert level of their squad, if the squad to which the dwarf is assigned has any Training barracks available.  Dwarfs assigned to an inactive squad will remain civilians.  This can be useful to train up new recruits without drafting them and hurt their happiness.
 
Otherwise unoccupied soldiers may go to the barracks for individual combat drills regardless of the alert level of their squad, if the squad to which the dwarf is assigned has any Training barracks available.  Dwarfs assigned to an inactive squad will remain civilians.  This can be useful to train up new recruits without drafting them and hurt their happiness.
  
==Frequently Asked Questions==
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=Frequently Asked Questions=
  
 
''Full article: [[Military_F.A.Q.|Military F.A.Q.]]''
 
''Full article: [[Military_F.A.Q.|Military F.A.Q.]]''

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