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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ramperkash</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-12T23:35:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=87092</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=87092"/>
		<updated>2010-04-08T18:03:53Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=86201</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=86201"/>
		<updated>2010-04-07T18:11:28Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Expedition Leaders will not serve in the military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Expedition Leaders will not serve in the military==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==More pages to come, more work to be done==&lt;br /&gt;
&lt;br /&gt;
I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86192</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86192"/>
		<updated>2010-04-07T17:48:03Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86186</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=86186"/>
		<updated>2010-04-07T17:36:06Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Parts Yielded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=86182</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=86182"/>
		<updated>2010-04-07T17:26:16Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Skill levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature&amp;diff=86180</id>
		<title>v0.31 Talk:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature&amp;diff=86180"/>
		<updated>2010-04-07T17:23:08Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm currently expanding this table [[User:Cpad|Cpad]] 10:10, 7 April 2010 (UTC)&lt;br /&gt;
:Great, please try to alphabetise it as you put things in though, as it will be harder to do so once it is fully populated. I would help, but I'm unsure how well having multiple people work on the same page at the same time would work. --[[User:Ramperkash|Ramperkash]] 17:23, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=85604</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=85604"/>
		<updated>2010-04-06T21:41:51Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Humor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
:By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, the current community standards suggest that &amp;quot;Wit&amp;quot; be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' tag correctly though, for example, adding the 'humorous'&amp;lt;!--SPELLING?--&amp;gt; bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
::::Let's please NOT get into an amateur discussion of copyright laws.  Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.&amp;lt;/s&amp;gt; --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;br /&gt;
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vanity articles ==&lt;br /&gt;
&lt;br /&gt;
What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)?  Almost like a [[bloodline]] page.  On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, &amp;quot;useful&amp;quot;. But on the other, it is hurting, because it's more bandwidth for the next version change.  Meh.  Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)&lt;br /&gt;
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)&lt;br /&gt;
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)&lt;br /&gt;
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page.  The community decides that some things are epic - those things become community lore and thus part of the meta-game.  This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)&lt;br /&gt;
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned &amp;quot;arbitrarily adding tons of stuff&amp;quot;, and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)&lt;br /&gt;
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of.  And even then, some of the subforums were always of far less interest than others for me, or for any reader.  Unfortunately, there is no fair-handed way to legislate what is &amp;quot;interesting&amp;quot; and what is not.  When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?!  But here we are.  So, looks like they stay, and the only option is to add &amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt; and/or edit them so they read better. : \  --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== in-article Capitalization ==&lt;br /&gt;
&lt;br /&gt;
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]].  This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name.  Even the &amp;quot;see also&amp;quot; at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:&lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
vs. &lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
&lt;br /&gt;
I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Squad&amp;diff=85561</id>
		<title>v0.31 Talk:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Squad&amp;diff=85561"/>
		<updated>2010-04-06T20:45:58Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Another Buggy behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Doing Stuff==&lt;br /&gt;
Since the major edits are now in, and the redirect is closed,  I think it's probably safe to go ahead and clean this discussion page back up. I'll wait for now however. [[User:Doctorzuber|Doctorzuber]] 03:40, 6 April 2010 (UTC)&lt;br /&gt;
:(agreed, and cleaned up as per suggested) --[[User:Retro|Retro]] 05:53, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Priority Assignments and Supplies==&lt;br /&gt;
&lt;br /&gt;
We still have nothing on Pri/Assignments (m-e-P) and Supplies (m-u). Dunno much about them myself yet, just saying. --[[User:Retro|Retro]] 06:39, 6 April 2010 (UTC)&lt;br /&gt;
: Agreed, but I'm afraid they are still quite impenetrable to me. Pretty hard to write about it when we don't understand it ourselves yet. [[User:Doctorzuber|Doctorzuber]] 15:28, 6 April 2010 (UTC)&lt;br /&gt;
::Yeah, ditto. I'll investigate later I guess. I suspect Priority Assignments allows you to re-prioritize what your dwarves are doing judging by its name, but can't tell how it works yet. The latter just seems to be for food/flask/water orders and the like but still going to put aside some time later to look into it --[[User:Retro|Retro]] 18:07, 6 April 2010 (UTC)&lt;br /&gt;
:::As far as I can tell Supplies is just to set up how much food and what drinks your military dwarves carry, meaning, (0/1/2/3) rations of food and (alcoholic/non-alcoholic/no) drinks. I assume it works much like the food or water for military squads used to in 40d, except that you can tell your dwarves to carry drinks in their waterskins instead of just water, so it's nothing fancy --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
==Another Buggy behavior==&lt;br /&gt;
I'm dumping this here for now because it's debatable, and it's a bit of a mess. Here's the issue. soldiers still get unhappy thoughts from leaving their duties if they have no civilian skills. At just hearing that, it doesn't sound like a bug, it's how it was in 40d, expected behavior right? here's what it really means in the present environment. &lt;br /&gt;
&lt;br /&gt;
:dwarf stops training to get a drink -- unhappy thought&lt;br /&gt;
:dwarf takes a break from training -- unhappy thought&lt;br /&gt;
:dwarf finishes his scheduled duties and returns to a civilian task -- unhappy thought&lt;br /&gt;
:dwarf cancels any active order -- unhappy thought&lt;br /&gt;
&lt;br /&gt;
If this is accurate, it basically means drafting an unskilled peasant into a squad is a very fast recipe for insanity. I saw this in the bug tracker, I haven't personally verified this yet nor have I seen what the official word is on the subject yet. I just thought I would go ahead and list it here. Do with this information what you will. [[User:Doctorzuber|Doctorzuber]] 15:36, 6 April 2010 (UTC)&lt;br /&gt;
:Ooh, that sounds like a big one. I don't have time until tonight to add it but I'll make note of it within the article as a word of warning when I can. --[[User:Retro|Retro]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:: I just tried to verify this one myself with a brand new batch of 7 peasants, and then again with one axedwarf and 6 peasants. In hopes of a bit of '''fun''' I also brought along one good axe for each test which I assigned to my test subject. In both case I issued a brutal series of move, kill, and cancel commands to the dwarf in an attempt to drive him into a mad killing frenzy. &lt;br /&gt;
::I was unsuccessful. Despite my best efforts to be the most irritating squad commander in the history of dwarf-kind I could not seem to induce even so much as one unhappy thought with active squad commands of any kind. Admittedly, I made no effort to test for the other passive behaviors. That little test will be a lot more tedious so I think I'll leave that one alone and see if more people jump on the report or not. [[User:Doctorzuber|Doctorzuber]] 18:46, 6 April 2010 (UTC)&lt;br /&gt;
::: Several more updates on the ticket, and a breakthrough. On careful inspection of the thoughts page I find the thought &amp;quot;Complained about the draft lately.&amp;quot;  This bears more investigation. [[User:Doctorzuber|Doctorzuber]] 20:14, 6 April 2010 (UTC)&lt;br /&gt;
:::: Wasn't that specific unhappy thought in 40d as well? Or do you think it might've changed since then to include these thoughts, being bugs or not? --[[User:Ramperkash|Ramperkash]]&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Squad&amp;diff=85435</id>
		<title>v0.31 Talk:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Squad&amp;diff=85435"/>
		<updated>2010-04-06T19:04:23Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Priority Assignments and Supplies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Doing Stuff==&lt;br /&gt;
Since the major edits are now in, and the redirect is closed,  I think it's probably safe to go ahead and clean this discussion page back up. I'll wait for now however. [[User:Doctorzuber|Doctorzuber]] 03:40, 6 April 2010 (UTC)&lt;br /&gt;
:(agreed, and cleaned up as per suggested) --[[User:Retro|Retro]] 05:53, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Priority Assignments and Supplies==&lt;br /&gt;
&lt;br /&gt;
We still have nothing on Pri/Assignments (m-e-P) and Supplies (m-u). Dunno much about them myself yet, just saying. --[[User:Retro|Retro]] 06:39, 6 April 2010 (UTC)&lt;br /&gt;
: Agreed, but I'm afraid they are still quite impenetrable to me. Pretty hard to write about it when we don't understand it ourselves yet. [[User:Doctorzuber|Doctorzuber]] 15:28, 6 April 2010 (UTC)&lt;br /&gt;
::Yeah, ditto. I'll investigate later I guess. I suspect Priority Assignments allows you to re-prioritize what your dwarves are doing judging by its name, but can't tell how it works yet. The latter just seems to be for food/flask/water orders and the like but still going to put aside some time later to look into it --[[User:Retro|Retro]] 18:07, 6 April 2010 (UTC)&lt;br /&gt;
:::As far as I can tell Supplies is just to set up how much food and what drinks your military dwarves carry, meaning, (0/1/2/3) rations of food and (alcoholic/non-alcoholic/no) drinks. I assume it works much like the food or water for military squads used to in 40d, except that you can tell your dwarves to carry drinks in their waterskins instead of just water, so it's nothing fancy --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
==Another Buggy behavior==&lt;br /&gt;
I'm dumping this here for now because it's debatable, and it's a bit of a mess. Here's the issue. soldiers still get unhappy thoughts from leaving their duties if they have no civilian skills. At just hearing that, it doesn't sound like a bug, it's how it was in 40d, expected behavior right? here's what it really means in the present environment. &lt;br /&gt;
&lt;br /&gt;
:dwarf stops training to get a drink -- unhappy thought&lt;br /&gt;
:dwarf takes a break from training -- unhappy thought&lt;br /&gt;
:dwarf finishes his scheduled duties and returns to a civilian task -- unhappy thought&lt;br /&gt;
:dwarf cancels any active order -- unhappy thought&lt;br /&gt;
&lt;br /&gt;
If this is accurate, it basically means drafting an unskilled peasant into a squad is a very fast recipe for insanity. I saw this in the bug tracker, I haven't personally verified this yet nor have I seen what the official word is on the subject yet. I just thought I would go ahead and list it here. Do with this information what you will. [[User:Doctorzuber|Doctorzuber]] 15:36, 6 April 2010 (UTC)&lt;br /&gt;
:Ooh, that sounds like a big one. I don't have time until tonight to add it but I'll make note of it within the article as a word of warning when I can. --[[User:Retro|Retro]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:: I just tried to verify this one myself with a brand new batch of 7 peasants, and then again with one axedwarf and 6 peasants. In hopes of a bit of '''fun''' I also brought along one good axe for each test which I assigned to my test subject. In both case I issued a brutal series of move, kill, and cancel commands to the dwarf in an attempt to drive him into a mad killing frenzy. &lt;br /&gt;
::I was unsuccessful. Despite my best efforts to be the most irritating squad commander in the history of dwarf-kind I could not seem to induce even so much as one unhappy thought with active squad commands of any kind. Admittedly, I made no effort to test for the other passive behaviors. That little test will be a lot more tedious so I think I'll leave that one alone and see if more people jump on the report or not. [[User:Doctorzuber|Doctorzuber]] 18:46, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=85374</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=85374"/>
		<updated>2010-04-06T17:53:52Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: Created page with '==Varying Height==  In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (o…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=85370</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=85370"/>
		<updated>2010-04-06T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -120 (though this seems to vary wildly). Around and under a magma sea is &amp;quot;Partially Melted Rock.&amp;quot; In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. there are *massive spoilers!* {{l|Curious_structure|another reason}} for it however, {{l|Hidden_Fun_Stuff|two reasons}} to be exact.&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85357</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85357"/>
		<updated>2010-04-06T17:37:54Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Marksdwarf/Hunter bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=85171</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=85171"/>
		<updated>2010-04-06T14:27:02Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=85164</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=85164"/>
		<updated>2010-04-06T14:19:42Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Teacher/Leader/Student =&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
= Skill levels =&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ramperkash&amp;diff=85160</id>
		<title>User:Ramperkash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ramperkash&amp;diff=85160"/>
		<updated>2010-04-06T14:01:09Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm new, so don't blame me!&lt;br /&gt;
&lt;br /&gt;
Any general tips to using/editing a wiki would be greatly appreciated, and let me know when I've done something wrong.&lt;br /&gt;
I'm doing my best to help out with the more confusing bits of the new version, but I'm too inexperienced to create pages from scratch for the time being.&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85158</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85158"/>
		<updated>2010-04-06T13:52:18Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 15:51, 6 April 2010 (UTC+2)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85147</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=85147"/>
		<updated>2010-04-06T13:37:10Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Under 'Forming Squads' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ramperkash&amp;diff=84075</id>
		<title>User:Ramperkash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ramperkash&amp;diff=84075"/>
		<updated>2010-04-05T15:11:12Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: Created page with 'I'm new, so don't blame me!  Gonna try and get used to editing wiki's asap.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm new, so don't blame me!&lt;br /&gt;
&lt;br /&gt;
Gonna try and get used to editing wiki's asap.&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=84072</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=84072"/>
		<updated>2010-04-05T15:10:14Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|traps}}, {{l|drawbridge}}s and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Turning your dwarves from useless migrants into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''See also:''&lt;br /&gt;
* ''A {{L|Military/Guide|quickstart guide}} to the military interface. &amp;lt;small&amp;gt;(now largely incorporated into this article)&amp;lt;/small&amp;gt;''&lt;br /&gt;
* For a general overview of threats and considerations for fortress defense, see the {{l|Defense Guide}}&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Defense Design}}.&lt;br /&gt;
* For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see {{l|Trap Design}}. &lt;br /&gt;
&lt;br /&gt;
=Creating a Military=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''squads''' screen is accessible through the {{k|s}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, and the '''{{l|burrows}}''' screen is accessible through the {{k|w}} key.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the the display of the dwarf from the civilian heading to the squad heading. You can then fill out the squad with any civilian in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. No dwarves can be assigned under your militia commander; he is a squad of his own.&lt;br /&gt;
&lt;br /&gt;
==Equipment, Uniforms, and the Arsenal Dwarf==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|arsenal dwarf}}''' (designated in the nobles screen) to manage your armory. The arsenal dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an arsenal dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for arsenal dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an arsenal dwarf when you need one.&lt;br /&gt;
&lt;br /&gt;
=Directing Squads=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. 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 '''kill orders''' to attack one or more specific targets, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
==Alert levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a fundamental concept of 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 assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.&lt;br /&gt;
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Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.&lt;br /&gt;
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Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
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==Scheduling==&lt;br /&gt;
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Each squad can be given a '''schedule''' 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. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
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On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
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When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
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Orders have a soldier-based criteria that must be filled for the order to take effect. Using the secondary up/down keys you can choose how many soldiers must be in a squad minimum for the order to activate; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try and apply when the dwarves in those positions are active&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
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Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
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To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
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By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
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'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least 1 or 2 dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.&lt;br /&gt;
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The orders are listed below as follows:&lt;br /&gt;
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===Inactive===&lt;br /&gt;
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When dwarves are in the military but not on active duty, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when you have them off-duty, that's what's happening.&lt;br /&gt;
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===Training===&lt;br /&gt;
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For your dwarves to train a '''{{l|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.&lt;br /&gt;
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When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.&lt;br /&gt;
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To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
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When dwarves are being ordered to train, squad leaders will set up training classes 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. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
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===Defend Burrows===&lt;br /&gt;
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After a {{l|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. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
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===Stations===&lt;br /&gt;
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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.&lt;br /&gt;
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===Routes===&lt;br /&gt;
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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 arbitrarily made; only stations can be selected as waypoints.&lt;br /&gt;
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==Direct Command (Kill Orders)==&lt;br /&gt;
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The '''kill command''' allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
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In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute the kill order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the kill order. After selecting your dwarves will execute the kill order, press {{k|k}} to &amp;quot;Attack&amp;quot;.&lt;br /&gt;
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Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. To cancel this order, press {{k|o}} while in the squad screen and selecting the appropriate squad/order.&amp;lt;!--DIDN'T ACTUALLY WORK FOR ME; CONFIRM?--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=84042</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=84042"/>
		<updated>2010-04-05T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Ramperkash: /* Under 'Forming Squads' */&lt;/p&gt;
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&lt;div&gt;I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
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== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
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:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
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== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
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==Conglomerating + Touchups==&lt;br /&gt;
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Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
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==Under 'Forming Squads'==&lt;br /&gt;
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&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
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Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
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:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
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:I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 04:57, 5 April 2010 (UTC+2)&lt;/div&gt;</summary>
		<author><name>Ramperkash</name></author>
	</entry>
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