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		<updated>2010-12-28T08:52:12Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yo.&lt;br /&gt;
&lt;br /&gt;
=Advice on mass-digging projects=&lt;br /&gt;
&lt;br /&gt;
(If you have any digging-related questions, just ask away on the talk/discussion page, or PM me on the Bay12 forums. I think this is mostly all still relevant to 0.31, but as it was written for 40d, if there are minor discrepancies... my bad guys)&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.&lt;br /&gt;
&lt;br /&gt;
==How many miners should I enlist?==&lt;br /&gt;
&lt;br /&gt;
It is absolutely possible to have too many miners. Simple 1z side-tunnel designations can take forever when you have every miner wanting to take turns digging out a piece of a tiny area from hundreds of tiles away – one by one, in order. A team of 33, which is what I had for both halves of the main fort, is far too many. Due to pathing, a dwarf can dig its way deep into a designated area and then find itself 2 whole tiles away from another chunk of stone – and then run all the way back to the northwest-most designation to start over, often deciding to change z-levels as well and run to a distant stairwell too. When you have this many miners working for you, they frequently dig out all the stone around each other and spend most of their time running back and forth instead of digging.&lt;br /&gt;
&lt;br /&gt;
A good number of miners for a project of any substantial size would be around 4-10. It may not seem like that many, but if your miners are getting crowded, they dig each other out of stone and cause the aforementioned pathing lag.&lt;br /&gt;
&lt;br /&gt;
==Is it okay to cheat on a project like this?==&lt;br /&gt;
&lt;br /&gt;
In some cases, yes. It is absolutely necessary to give your dwarves [SPEED:0], for example, even if it's just for the period of time in which you are digging out the project. Things like this can take an unreasonably long time - for example, the two halves of the main cavern took me about a week each in real-time. Playing at regular speed would simply make this impossible to accomplish. You will also likely need to edit some stone in the raws, as mentioned below. You will also realistically have to use Dtil's Unpause utility; it will take a very long time to dig out the cavern and it's best to simply leave DF unpaused and minimized while you do other things (with a good amount of food, booze, and defense prepared in advance) so the endless hordes of 'you have struck ___!' popups can be avoided. Be careful if you know there's hidden features within your designated area, of course. Cheating is generally frowned upon, but as these changes make the project ''possible'', they are acceptable.&lt;br /&gt;
&lt;br /&gt;
==How do I get rid of all this loose stone? My FPS is crying!==&lt;br /&gt;
&lt;br /&gt;
You will probably dig out a couple hundred thousand stone undertaking this. I myself dug out what I calculate to be a little over a million, which for reference is enough to build Flarechannel twice. There are a few ways to get rid of all this loose crap, all of which you will probably have to use.&lt;br /&gt;
&lt;br /&gt;
* '''Favoured Profession: Refuse Hauler''': Using Dwarf Therapist, turn on refuse hauling on everybody you can spare, including the miners (who should be done digging when you begin dumping). Getting rid of stone is your top priority in order to keep a fort like this within a manageable FPS range. Leave your administration, military (obviously) and food/drink dwarves free and enlist everyone else. Your dwarves should also have [SPEED:0] as mentioned above.&lt;br /&gt;
&lt;br /&gt;
* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.&lt;br /&gt;
&lt;br /&gt;
* '''Wanted: Chasm Tiles''': Disclaimer-- this note is only applicable for version 40d. I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.&lt;br /&gt;
&lt;br /&gt;
* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.&lt;br /&gt;
&lt;br /&gt;
And as a bonus pre-digging aid:&lt;br /&gt;
&lt;br /&gt;
* '''Softcore Rock''': Giving rock types the [SOIL] tag may or may not cause them to stop dropping stone - it's kind of random due to weird biome interactions. However, it's worth a try; and additionally is faster to dig out so generally worth it.&lt;br /&gt;
&lt;br /&gt;
==What kind of digging designations should I use?==&lt;br /&gt;
&lt;br /&gt;
There are three methods: Using up/down stairs and channelling out from above, using regular digging designations and mass-collapsing the whole thing afterwards, and starting from the top and slowly ramping downwards. Each has its own pros and cons and is suited for different situations.&lt;br /&gt;
&lt;br /&gt;
* '''Up/Down Stairs and Channelling'''&lt;br /&gt;
&lt;br /&gt;
This is the most arduous method and also the one I recommend. IMO it's absolutely worth it if you have the patience. Areas that will eventually become flat, designate as up-stairs. Ramps can be designated as ramps, but remember to leave undesignated squares above them. And everything else is up/down stairs. The main pro to this is obviously access, as you basically have flying dwarves. Plus if you want to do anything crazy like smooth and engrave the whole cavern it works really well. The obvious downside is that you have to channel everything away from the top down, which effectively means you have to designate everything twice, but for access purposes it's unbeatable so I think it's worth it. To avoid cave-ins, you just have to channel out all the stairs directly above all the ramps; if you don't do this, there's a pretty good chance that the dwarves will channel out a layer from below and leave the stairs directly above the ramps floating there, and ka-boom. You really just have to be careful that nobody tantrums on the stairs, since if your dwarves fall or trip or something, it's a long way down.&lt;br /&gt;
&lt;br /&gt;
The best choice for a project like this, or any other asymmetrical cavern of variable width and height.&lt;br /&gt;
&lt;br /&gt;
* '''Regular Digging and Mass-Collapsing'''&lt;br /&gt;
&lt;br /&gt;
The main problem with this is that you have to leave access stairwells between floors, which causes your miners to waste probably 7/10 or something of their time on the job running back and forth between their mining spot and the stairwell since they will want to change floors every time they decide to dig elsewhere. If you designate everything at once you can just slowly add to the access stairwell one level at a time as they finish each level to avoid that problem, but then your issue becomes regular access: If you have ramps between levels for the final product, unless you leave out designating them to the end your miners will be able to sidestep your controlled stairwell access. You could use a different method for the levels that dwarves will be walking around and then using this method for the purely open-air levels, but then you have to worry about killing everyone below when you collapse it, so it's not so handy there. Also collapsed floors will destroy your pretty natural ramps, and it's not fun designating channels above your ramps on every single level in order to protect them. All you have to do when you're done is channel out all supporting tiles on each level, which doesn't take too long, and then get rid of the access stairwell and clear out your dwarves. Avoiding cave-ins isn't really an issue because you're kind of going that direction. It's also very unlikely you'll accidentally cause them.&lt;br /&gt;
&lt;br /&gt;
Not so great for caverns, but works fine for square and cubic rooms.&lt;br /&gt;
&lt;br /&gt;
* '''Ramping Downwards'''&lt;br /&gt;
&lt;br /&gt;
This method is generally pretty terrible for this sort of project. For one thing, you can't designate everything at once, which for planning purposes is absolutely necessary. You're also really likely to mess up and accidentally carve out more than you should by ramping below a ceiling you wanted to keep. I've used this a lot, and if you really want to the trick is to use regular dig designations at the edges of the ramping area as your cavern opens up downwards. It's a huge pain in the ass to remember, too. There are numerous other downsides to this, too, like the fact that ramp-carving is way more laggy than other dig methods, and the likelihood of causing cave-ins through easy mistakes. I also need to stress again that you never dig out more than one floor at a time with this no matter what, since that's a good way to kill some of your miners. There are also a lot of rules to using ramps and you might cut off your miners from food, booze, and beds if you're not familiar with them.&lt;br /&gt;
&lt;br /&gt;
Good for digging outdoor pits and sometimes 2z or 3z-high rooms. Otherwise avoid.&lt;br /&gt;
&lt;br /&gt;
==How do I plan out something like this?==&lt;br /&gt;
&lt;br /&gt;
Digging out square areas is easy to plan regardless of how many rooms and offshoot tunnels you have. This goes double if your rooms are the same shape from top to bottom, no matter how high they extend. When you want to create natural curving rooms that open up and taper non-uniformly at many different points, the difficulty level rises high enough to spit on your house from here.&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do is a flat layout sketch of where you want things to be. You can ignore height here; in between plateaus simply outline the area you'll be adding ramps to in a shade of gray and assume you'll figure out the difference later. This is the (crappy) rough layout sketch for Undergrotto: http://img695.imageshack.us/img695/541/img2199n.jpg. To determine what level your plateaus are going to be, sketch them out separately in a profile shot - you should already have an idea of what's going to be higher than what. A few heightmapping sketch for Undergrotto are here: http://img294.imageshack.us/img294/7189/img2201w.jpg. Try and estimate the difference between the plateaus and assign one of them an arbitrary level number from your game (ie. I picked 134 as the lowest level of the cavern, 4z above the map's bottom, and figured everything out from there). Now you can go back to the layout map and scribble the numbers onto each plateau for future reference. It's designating time!&lt;br /&gt;
&lt;br /&gt;
You can certainly plan everything in MS Paint layer-by-layer or in some sort of 3D planner but ''good luck'' copying your designation out tile-by tile over a massive space like this, so here’s my advice: Outline everything on the bottom-most z-level you're using. For plateaus, use designation type A (in this case I used regular dig designations) and sometimes B if you have two that are side-by side (maybe up/down stairs), and use a third separate designation to mark the soon-to-be winding rampways connecting these together (anything but actual ramps, try channels). Everything should be all on the one layer when you're done. Once you’ve decided what height you want each plateau to be, go to the rampway designated spots and mark off ramps from one plateau to the other using as many sets of ramps as needed to match the height difference. Place your ramps as if they needed support – don’t miss the diagonals; visualizers connect any ramp touching a wall tile and the effect looks great. Now what you need to do is copy this large designation mark for mark up a z-level at a time, copying everything except the stuff that’s reached its proper floor (you could jump more z-levels at a time but it’s a lot harder to copy up multiple-z than it is to go one at a time). Once everything’s been placed, black out the extra copies of certain layers you made so nothing overlaps and everything’s on its right layer. Then change all the non-ramp designations to up-tile designations. This is tedious. Your designated area should look something like [http://www.mkv25.net/dfma/map-7417-undergrotto this].&lt;br /&gt;
&lt;br /&gt;
Now you get to fill in all the empty space between up-stairs and ramp designations with up-down stair designations. This takes a while too, sorry. Continue up keeping the walls the same shape until you've reached the topmost plateau for simplicity; from there you can taper away the tops of each pocket of the cavern. The exact shape of your cavern is really at your discretion; personally I have a lot of experience with MS Paint and I hand-design all my circles, so I based the slow tapers of my ceilings off of that knowledge. Slow curves are pretty, though. At this stage I suggest uploading your designation map to the DFMA so you can zoom out and look at everything to make sure it’s right. This is effectively a photo-negative of your cavern. Mine looked like [http://www.mkv25.net/dfma/map-7429-undergrotto this] for the bottom half of the cavern and [http://www.mkv25.net/dfma/map-7950-undergrotto this] for the top.&lt;br /&gt;
&lt;br /&gt;
It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!&lt;br /&gt;
&lt;br /&gt;
=Other random yet useful stuff=&lt;br /&gt;
&lt;br /&gt;
==Weaponizing and Farming Fish==&lt;br /&gt;
&lt;br /&gt;
Working from my experiments here: http://www.bay12games.com/forum/index.php?topic=51538.msg1106553#msg1106553. Still need to test it out; gonna need to see how the buggers do against actual enemies but the regular pet-farming side is worked out. I'll expand this section to include everything important from the link when I'm done.&lt;br /&gt;
&lt;br /&gt;
The original idea: I had wanted to see about the practicalities of catching and taming fish (specifically carp) and letting them swim in channels beside the dwarves of the fort. Then I would try and turn them into war/hunting fish and leave them in the moat for defense. To allow the dwarves and carp to interact I would have a raised 3/7-filled room with a kennel in it that would sit above the 7/7 waterways where the carp could be collected and dragged to be trained further. My first attempt at this led to a number of findings. I reference carp specifically, but this applies to all fish.&lt;br /&gt;
&lt;br /&gt;
* Carp drown in water less than 4/7. In order to keep the carp from drowning in the cages, they must be caught at a level of 4/7+. This allows the cages (wooden or otherwise all work equally well) to be transported anywhere without the carp drowning as it enters a sort of statis while caged. If caught in 3/7 or less water, it will continue drowning in its cage and you will have a lovely corpse to display.&lt;br /&gt;
&lt;br /&gt;
* Animals are trained directly at their cages, and as this does not trigger the &amp;quot;oh fuck im not in the water&amp;quot; response there's no drowning concerns. It is thus easy to farm fish; in the case of sturgeon, which are huge and have a nice pet value, this can be highly profitable. Also a good aesthetic for a portside fortress.&lt;br /&gt;
&lt;br /&gt;
* Unless you want to set up a big floodgate/door system, the best way to catch carp is from ponds. To keep the water level high enough it is important that the room below is smaller than the pond you are draining. Just litter the floor with cages and a single up-stair and channel it out from under when you're ready. Afterwards, drain and collect. In my test all but one fell through and into the cages, though I don't think there's a way to make this process work in a non-luck-based way.&lt;br /&gt;
&lt;br /&gt;
* Dwarves can swim/walk freely in 3/7 and below water, but refuse to go into 4/7 water (it's a myth that they will, it's =&amp;lt; 3/7 or bust), and carp drown in anything less than 4/7 water. Therefore it is impossible to have 'meeting' points between the dwarf half and the carp half. This makes having a 4/7 room a waste, and it a better tactic to just put the things into 7/7 water.&lt;br /&gt;
&lt;br /&gt;
* It is absolutely possible to have an accessible 4/7 (or any water level really) room above a 7/7 tunnel with other open spots - just use a baffle (diagonal tile) to keep the taller room from depressurizing. The tunnels will still be perfectly accessible. However due to the previous point making a room like this is purposeless.&lt;br /&gt;
&lt;br /&gt;
* Carp cannot be war/hunting-trained, but can be tamed easily. You can tame a creature fine while it's caged, but for advanced training you need to drag the pet to the kennels, which is impossible with the water differences.&lt;br /&gt;
&lt;br /&gt;
* Carp cannot be adopted if uncaged. Even a dwarf with swimming raw'd in forced to stand beside the carp will forego regular activity because the water is there. And if the dwarf is not in the water with the carp they cannot see/path to the carp and thus will not adopt them. This is due to how pathfinding is hard-coded into the game for deep water (4/7+); the dwarf simply cannot accept that there is anything in a deep-water tile.&lt;br /&gt;
** It may be possible to get a carp-preferring dwarf to adopt a caged carp. No results yet but testing in progress.&lt;br /&gt;
&lt;br /&gt;
* Carp are boring as shit. Because underwater meeting zones don't count as meeting-zone-eligible tiles, carp will not path to hang out in the water where you want them to. They will in effect sit exactly where they were released FOREVER unless chased by enemies.&lt;br /&gt;
&lt;br /&gt;
* An unskilled hauler can drag a fish a little over 40 tiles before it air-drowns, which probably makes it safe to pit your carp from up to 30 tiles away, but for the safety of the fish it's better to build the cage closer and then remove it. If you don't want to tame a hostile fish, you should definitely build the cage directly beside the pit.&lt;br /&gt;
&lt;br /&gt;
However, these findings led to a different idea: Weaponization. We all know fish, notably carp, are overpowered and will fight back fiercely if they have nowhere to run. By pitting carp into 1x1 pits of water (even as stray without war training) we have carp that will ''always'' fight back, always being cornered. This makes the 8 tiles surrounding the pit a potential attack zone, and by placing these pits at 3 tile intervals we can create a pit-field that enemies will constantly be threatened in. In order to allow for wagon accessibility, a winding path through the field can be created; it is winding so that enemies have no direct line into the fortress that will not take them into the danger zone.&lt;br /&gt;
&lt;br /&gt;
The benefits of such a defense are thus: Your defender cannot be pathed to, so enemies will not attack them until attacked (or standing adjacent if an archer). The defender immediately feels threatened and pulls the (let's say... kobold) into the water. The defender attacks repeatedly while the kobold panics and tries to escape from drowning. Your defender now has a name, and soon a title. Meanwhile, no other enemies in its squad know what attacked their friend nor that there ARE any enemies around and continue on their merry way, horror-movie-style. If injured, the carp is still able to perform its duties admirably; if killed it is easily replaced. For additional defense, many carp can be pitted in each pit should a good breeding system get underway over the years.&lt;br /&gt;
&lt;br /&gt;
Testing of this is underway - currently my assumptions about weaponization are hypothetical but I am confident they will work out. If it works how I imagine, you can have an incredibly well-defended fort with no drawbridge and no doors sealing the entrance. I've yet to have a siege or ambush, though, so results are pending.&lt;br /&gt;
&lt;br /&gt;
==The 'Perfect' Power Plant==&lt;br /&gt;
&lt;br /&gt;
Thought up a design idea here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. Should be hypothetically the best possible use of space for a power plant. Gonna reformat it for wiki-style later and remove the link, but for now that should be enough.&lt;br /&gt;
&lt;br /&gt;
Just went ahead and tried this out. If you use a high-powered source and a single 1-tile-wide drainage tunnel at the bottom, the waterwheel room will quickly become completely flooded with 7/7 blocks of flowing water. Waterwheels will operate just fine on top of each other so long as they're all equally submerged; the bottom-level wheels do need water underneath them as well though (even if they're submerged). So this setup is hypothetically the absolute best possible for optimal power, minimal space:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- | _ = Walls&lt;br /&gt;
w     = north/south waterwheel attached to single gear assembly &lt;br /&gt;
+     = n/s horizontal wooden axle attaching to wherever you want your power to go&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z n+1 (the topmost level; dry) &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        |+|&lt;br /&gt;
 _______|+|&lt;br /&gt;
|wwwwwwww+|&lt;br /&gt;
|wwwwwwww*|&lt;br /&gt;
|wwwwwwww |&lt;br /&gt;
-----------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z n (the top submerged level - water flow enters from arrows)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
____________&lt;br /&gt;
|wwwwwwww   &amp;lt;--&lt;br /&gt;
|wwwwwwww*  &amp;lt;--&lt;br /&gt;
|wwwwwwww___&amp;lt;--&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z 1-(n-1) (repeat for as many levels as you like)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_________&lt;br /&gt;
|wwwwwwww|_&lt;br /&gt;
|wwwwwwww*|&lt;br /&gt;
|wwwwwwww|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
z 0 (drainage passage on left)\&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ________&lt;br /&gt;
__|        |&lt;br /&gt;
__         |&lt;br /&gt;
  |________|&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chamber is 100% open-air; waterwheels would have to be installed one at a time to hang off one another. You could easily make this setup as tall, wide, or long as you liked; the water input would be far superior to the output and the entire room would fill up with perfect flow.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Couldn't you also use a pump stack to recycle the water? --[[User:Einstein9073|Einstein9073]] 22:21, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ideal UG River Damming==&lt;br /&gt;
&lt;br /&gt;
This is basically always worth doing, even if only for FPS purposes. If your river originates on the map, it'll pour from a 5x5 square with missing corners tagged as 'Waterfall,' which are water-generating tiles. That's what I'll be explaining how to dam. If your river originates offscreen, you can simply dam it near its origination point with a straight line, which is easier, but I won't explain specifically.&lt;br /&gt;
&lt;br /&gt;
You'll need three rock layers counting from above the topmost open-air layer of river. If the Waterfall tiles are on z.0, there will be some open air on z.1, which means we'll be digging out z.2, isolating some hanging rock on z.3, and digging out z.4. Here's a coded diagram of what to dig on z.0:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~ = 'Waterfall'&lt;br /&gt;
* = regular water where we will be dropping rock&lt;br /&gt;
. = regular water&lt;br /&gt;
X = wall&lt;br /&gt;
- = dug-out floor&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXX&lt;br /&gt;
XX~~~XXXX&lt;br /&gt;
X~~~~~XXX&lt;br /&gt;
X~~~~~*.X&lt;br /&gt;
X~~~~~*..&lt;br /&gt;
XX~~~**..&lt;br /&gt;
XXX***...&lt;br /&gt;
XXXXX....&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z.2 is centered around the *s on z.0 (we're ignoring z.1, the dam will fall straight through it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
= = dug areas corresponding to the damming area&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-=-X&lt;br /&gt;
XXX--=-X&lt;br /&gt;
X---==-X&lt;br /&gt;
X-===--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z.3 is largely the same as z.2 except that the damming area is left as undug rock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-X-X&lt;br /&gt;
XXX--X-X&lt;br /&gt;
X---XX-X&lt;br /&gt;
X-XXX--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And z.4 is exactly the same as z.2. Before you continue, build a support either on top of the undug damming rock or directly below it (we'll say below for now) and hook it up to a faraway lever. Now we will channel out z.3 to look like this: (additional dug areas simply for miner access)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
o = channeled hole&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
XXXXXX-XXX&lt;br /&gt;
XXXXX-o-XX&lt;br /&gt;
XXXX-oXo-X&lt;br /&gt;
XXX--oXo-X&lt;br /&gt;
XX-ooXXo-X&lt;br /&gt;
X-oXXXo-XX&lt;br /&gt;
XX-ooo-XXX&lt;br /&gt;
XXX---XXXX&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the dam is only being held up by the support and the floor connections on z.4; so let's take care of those. We'll be channelling out the same spots but in reverse this time:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX-o-X&lt;br /&gt;
XXXXo=oX&lt;br /&gt;
XXX-o=oX&lt;br /&gt;
X-oo==oX&lt;br /&gt;
Xo===o-X&lt;br /&gt;
X-ooo-XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now clear the area out and pull the lever. The dam will fall through the floor below and into the river, perfectly blocking of your Waterfall tiles, which are now tappable as a very powerful infinite water source.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=115492</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=115492"/>
		<updated>2010-05-26T11:59:32Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D_for_Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The first name &amp;quot;'''Urist'''&amp;quot; is generally accepted in the DF community as &amp;quot;the&amp;quot; generic dwarven name, and often used as a reference name if someone talks about a dwarf and doesn't have (or want to bother with) an actual name.  This name is often, if not always, linked with a last name of 'Mc______'*, that includes some trait or his job. &lt;br /&gt;
&lt;br /&gt;
::''(* probably because dwarfs are &amp;quot;known&amp;quot; to have a Scottish accent)''&lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
:Urist McMiner can't find his pick!&lt;br /&gt;
:It's time for Urist McUselessNoble to have an [[unfortunate accident]].&lt;br /&gt;
:Urist McStupid dodged into the magma.&lt;br /&gt;
&lt;br /&gt;
Urist is the dwarvish word for &amp;quot;dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale &amp;quot;[http://www.bay12games.com/forum/index.php?topic=15572.0 One Dwarf Against the World],&amp;quot; a well-received narrative style account of a hermit fortress played in the 2D version.  That dwarf's full name was Urist Borushdumat (Raked-Roughness). Despite that dwarf having been female, the name is used for either gender of generic dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Urist''' is also the tongue-in-cheek term for the [[temperature]] units used by ToadyOne in DF. It has since been adopted by players, and has expanded to be a unit of measurement for any dwarven measuring system.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109763</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109763"/>
		<updated>2010-05-14T02:30:34Z</updated>

		<summary type="html">&lt;p&gt;Retro: removed some repeated material&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' (and eventually '''{{l|squads|squad}}''') screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
&lt;br /&gt;
We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows {{verify}}) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
&lt;br /&gt;
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109753</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=109753"/>
		<updated>2010-05-14T01:12:35Z</updated>

		<summary type="html">&lt;p&gt;Retro: blaugh, I'm never going to get around to doing te squad half, who am I kidding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' (and eventually '''{{l|squads|squad}}''') screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows {{verify}}) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
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I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
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For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
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[[File:Military stations.png]]&lt;br /&gt;
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Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
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[[File:Military routes 1.png]]&lt;br /&gt;
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Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
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[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
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===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
==Move order==&lt;br /&gt;
&lt;br /&gt;
==Attack order==&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
The '''military screen''' is brought up by using {{k|m}} in the main menu.&lt;br /&gt;
&lt;br /&gt;
==Positions==&lt;br /&gt;
&lt;br /&gt;
The '''positions tab''' is opened with the {{k|p}} key, though when opening the military screen it is the initially displayed tab.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts''' tab is opened with the {{k|a}} key.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment''' tab is opened with the {{k|e}} key&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window is opened with the {{k|V}} key, though when opening the equipment tab it is the initially displayed window.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' windows is opened with the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms window within the equipment tab is not the same as the uniform tab within the main military menu.''&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window is opened with the {{k|P}} key.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' tab is opened with the {{k|n}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms tab within the main military menu is not the same as the uniform window within the equipment tab.''&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
The '''supplies'' tab is opened with the {{k|u}} key.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
The '''ammunition''' tab is opened with the {{k|f}} key.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
The '''schedules''' menu is opened with the {{k|s}} key. To return to the main menu you must press {{k|esc}}.&lt;br /&gt;
&lt;br /&gt;
===Give Orders===&lt;br /&gt;
&lt;br /&gt;
The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Retro&amp;diff=108639</id>
		<title>User:Retro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Retro&amp;diff=108639"/>
		<updated>2010-05-12T04:56:10Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Advice on mass-digging projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Retro' Dorenasol has been ecstatic lately. He slept in a very good bedroom lately. He admired own fine laptop lately. He admired a completely sublime guitar lately. He talked with a friend lately. He was comforted by a pet lately. He was awoken by noise while sleeping lately. He was unhappy with the lack of work last season. He was caught in the rain recently. He was caught in a snow storm recently. He has been tired of eating the same old food lately. He saw a beloved creature lately. He has performed DF science lately. [[User:Retro/Fortresses|He has been working on a write-up of all his fortresses lately.]]&lt;br /&gt;
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He is an ardent worshipper of Tarn Adams. He is a citizen of The Nation of Canada. He is a member of The City of Halifax.&lt;br /&gt;
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'Retro' Dorenasol likes green glass, obsidian, rose gold, statues, hammers, crystal glass, black sand, and ferrets for their playfulness. When possible, he prefers to consume smartfood popcorn and dwarven cream liquers. He absolutely detests cats.&lt;br /&gt;
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He is relaxed. He finds helping others very rewarding. He is slow to anger. He has a calm demeanor. He greatly appreciates art and natural beauty. He is often cheerful. He likes to try new things. He enjoys the company of others. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He finds immodesty distasteful. He is disorganized. He is self-conscious. He possesses great willpower. He is very straightforward with others. He genuinely likes others and openly expresses positive feelings towards them. He is confident under pressure. He strives for excellence. He is confident. He acts impulsively. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
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=Advice on mass-digging projects=&lt;br /&gt;
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(If you have any digging-related questions, just ask away on the talk/discussion page, or PM me on the Bay12 forums. I think this is mostly all still relevant to 0.31, but as it was written for 40d, if there are minor discrepancies... my bad guys)&lt;br /&gt;
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[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.&lt;br /&gt;
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==How many miners should I enlist?==&lt;br /&gt;
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It is absolutely possible to have too many miners. Simple 1z side-tunnel designations can take forever when you have every miner wanting to take turns digging out a piece of a tiny area from hundreds of tiles away – one by one, in order. A team of 33, which is what I had for both halves of the main fort, is far too many. Due to pathing, a dwarf can dig its way deep into a designated area and then find itself 2 whole tiles away from another chunk of stone – and then run all the way back to the northwest-most designation to start over, often deciding to change z-levels as well and run to a distant stairwell too. When you have this many miners working for you, they frequently dig out all the stone around each other and spend most of their time running back and forth instead of digging.&lt;br /&gt;
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A good number of miners for a project of any substantial size would be around 4-10. It may not seem like that many, but if your miners are getting crowded, they dig each other out of stone and cause the aforementioned pathing lag.&lt;br /&gt;
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==Is it okay to cheat on a project like this?==&lt;br /&gt;
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In some cases, yes. It is absolutely necessary to give your dwarves [SPEED:0], for example, even if it's just for the period of time in which you are digging out the project. Things like this can take an unreasonably long time - for example, the two halves of the main cavern took me about a week each in real-time. Playing at regular speed would simply make this impossible to accomplish. You will also likely need to edit some stone in the raws, as mentioned below. You will also realistically have to use Dtil's Unpause utility; it will take a very long time to dig out the cavern and it's best to simply leave DF unpaused and minimized while you do other things (with a good amount of food, booze, and defense prepared in advance) so the endless hordes of 'you have struck ___!' popups can be avoided. Be careful if you know there's hidden features within your designated area, of course. Cheating is generally frowned upon, but as these changes make the project ''possible'', they are acceptable.&lt;br /&gt;
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==How do I get rid of all this loose stone? My FPS is crying!==&lt;br /&gt;
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You will probably dig out a couple hundred thousand stone undertaking this. I myself dug out what I calculate to be a little over a million, which for reference is enough to build Flarechannel twice. There are a few ways to get rid of all this loose crap, all of which you will probably have to use.&lt;br /&gt;
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* '''Favoured Profession: Refuse Hauler''': Using Dwarf Therapist, turn on refuse hauling on everybody you can spare, including the miners (who should be done digging when you begin dumping). Getting rid of stone is your top priority in order to keep a fort like this within a manageable FPS range. Leave your administration, military (obviously) and food/drink dwarves free and enlist everyone else. Your dwarves should also have [SPEED:0] as mentioned above.&lt;br /&gt;
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* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.&lt;br /&gt;
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* '''Wanted: Chasm Tiles''': Disclaimer-- this note is only applicable for version 40d. I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.&lt;br /&gt;
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* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.&lt;br /&gt;
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* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.&lt;br /&gt;
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And as a bonus pre-digging aid:&lt;br /&gt;
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* '''Softcore Rock''': Giving rock types the [SOIL] tag may or may not cause them to stop dropping stone - it's kind of random due to weird biome interactions. However, it's worth a try; and additionally is faster to dig out so generally worth it.&lt;br /&gt;
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==What kind of digging designations should I use?==&lt;br /&gt;
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There are three methods: Using up/down stairs and channelling out from above, using regular digging designations and mass-collapsing the whole thing afterwards, and starting from the top and slowly ramping downwards. Each has its own pros and cons and is suited for different situations.&lt;br /&gt;
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* '''Up/Down Stairs and Channelling'''&lt;br /&gt;
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This is the most arduous method and also the one I recommend. IMO it's absolutely worth it if you have the patience. Areas that will eventually become flat, designate as up-stairs. Ramps can be designated as ramps, but remember to leave undesignated squares above them. And everything else is up/down stairs. The main pro to this is obviously access, as you basically have flying dwarves. Plus if you want to do anything crazy like smooth and engrave the whole cavern it works really well. The obvious downside is that you have to channel everything away from the top down, which effectively means you have to designate everything twice, but for access purposes it's unbeatable so I think it's worth it. To avoid cave-ins, you just have to channel out all the stairs directly above all the ramps; if you don't do this, there's a pretty good chance that the dwarves will channel out a layer from below and leave the stairs directly above the ramps floating there, and ka-boom. You really just have to be careful that nobody tantrums on the stairs, since if your dwarves fall or trip or something, it's a long way down.&lt;br /&gt;
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The best choice for a project like this, or any other asymmetrical cavern of variable width and height.&lt;br /&gt;
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* '''Regular Digging and Mass-Collapsing'''&lt;br /&gt;
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The main problem with this is that you have to leave access stairwells between floors, which causes your miners to waste probably 7/10 or something of their time on the job running back and forth between their mining spot and the stairwell since they will want to change floors every time they decide to dig elsewhere. If you designate everything at once you can just slowly add to the access stairwell one level at a time as they finish each level to avoid that problem, but then your issue becomes regular access: If you have ramps between levels for the final product, unless you leave out designating them to the end your miners will be able to sidestep your controlled stairwell access. You could use a different method for the levels that dwarves will be walking around and then using this method for the purely open-air levels, but then you have to worry about killing everyone below when you collapse it, so it's not so handy there. Also collapsed floors will destroy your pretty natural ramps, and it's not fun designating channels above your ramps on every single level in order to protect them. All you have to do when you're done is channel out all supporting tiles on each level, which doesn't take too long, and then get rid of the access stairwell and clear out your dwarves. Avoiding cave-ins isn't really an issue because you're kind of going that direction. It's also very unlikely you'll accidentally cause them.&lt;br /&gt;
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Not so great for caverns, but works fine for square and cubic rooms.&lt;br /&gt;
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* '''Ramping Downwards'''&lt;br /&gt;
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This method is generally pretty terrible for this sort of project. For one thing, you can't designate everything at once, which for planning purposes is absolutely necessary. You're also really likely to mess up and accidentally carve out more than you should by ramping below a ceiling you wanted to keep. I've used this a lot, and if you really want to the trick is to use regular dig designations at the edges of the ramping area as your cavern opens up downwards. It's a huge pain in the ass to remember, too. There are numerous other downsides to this, too, like the fact that ramp-carving is way more laggy than other dig methods, and the likelihood of causing cave-ins through easy mistakes. I also need to stress again that you never dig out more than one floor at a time with this no matter what, since that's a good way to kill some of your miners. There are also a lot of rules to using ramps and you might cut off your miners from food, booze, and beds if you're not familiar with them.&lt;br /&gt;
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Good for digging outdoor pits and sometimes 2z or 3z-high rooms. Otherwise avoid.&lt;br /&gt;
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==How do I plan out something like this?==&lt;br /&gt;
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Digging out square areas is easy to plan regardless of how many rooms and offshoot tunnels you have. This goes double if your rooms are the same shape from top to bottom, no matter how high they extend. When you want to create natural curving rooms that open up and taper non-uniformly at many different points, the difficulty level rises high enough to spit on your house from here.&lt;br /&gt;
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The first thing you need to do is a flat layout sketch of where you want things to be. You can ignore height here; in between plateaus simply outline the area you'll be adding ramps to in a shade of gray and assume you'll figure out the difference later. This is the (crappy) rough layout sketch for Undergrotto: http://img695.imageshack.us/img695/541/img2199n.jpg. To determine what level your plateaus are going to be, sketch them out separately in a profile shot - you should already have an idea of what's going to be higher than what. A few heightmapping sketch for Undergrotto are here: http://img294.imageshack.us/img294/7189/img2201w.jpg. Try and estimate the difference between the plateaus and assign one of them an arbitrary level number from your game (ie. I picked 134 as the lowest level of the cavern, 4z above the map's bottom, and figured everything out from there). Now you can go back to the layout map and scribble the numbers onto each plateau for future reference. It's designating time!&lt;br /&gt;
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You can certainly plan everything in MS Paint layer-by-layer or in some sort of 3D planner but ''good luck'' copying your designation out tile-by tile over a massive space like this, so here’s my advice: Outline everything on the bottom-most z-level you're using. For plateaus, use designation type A (in this case I used regular dig designations) and sometimes B if you have two that are side-by side (maybe up/down stairs), and use a third separate designation to mark the soon-to-be winding rampways connecting these together (anything but actual ramps, try channels). Everything should be all on the one layer when you're done. Once you’ve decided what height you want each plateau to be, go to the rampway designated spots and mark off ramps from one plateau to the other using as many sets of ramps as needed to match the height difference. Place your ramps as if they needed support – don’t miss the diagonals; visualizers connect any ramp touching a wall tile and the effect looks great. Now what you need to do is copy this large designation mark for mark up a z-level at a time, copying everything except the stuff that’s reached its proper floor (you could jump more z-levels at a time but it’s a lot harder to copy up multiple-z than it is to go one at a time). Once everything’s been placed, black out the extra copies of certain layers you made so nothing overlaps and everything’s on its right layer. Then change all the non-ramp designations to up-tile designations. This is tedious. Your designated area should look something like [http://www.mkv25.net/dfma/map-7417-undergrotto this].&lt;br /&gt;
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Now you get to fill in all the empty space between up-stairs and ramp designations with up-down stair designations. This takes a while too, sorry. Continue up keeping the walls the same shape until you've reached the topmost plateau for simplicity; from there you can taper away the tops of each pocket of the cavern. The exact shape of your cavern is really at your discretion; personally I have a lot of experience with MS Paint and I hand-design all my circles, so I based the slow tapers of my ceilings off of that knowledge. Slow curves are pretty, though. At this stage I suggest uploading your designation map to the DFMA so you can zoom out and look at everything to make sure it’s right. This is effectively a photo-negative of your cavern. Mine looked like [http://www.mkv25.net/dfma/map-7429-undergrotto this] for the bottom half of the cavern and [http://www.mkv25.net/dfma/map-7950-undergrotto this] for the top.&lt;br /&gt;
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It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!&lt;br /&gt;
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=Other random yet useful stuff=&lt;br /&gt;
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==Weaponizing and Farming Fish==&lt;br /&gt;
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Working from my experiments here: http://www.bay12games.com/forum/index.php?topic=51538.msg1106553#msg1106553. Still need to test it out; gonna need to see how the buggers do against actual enemies but the regular pet-farming side is worked out. I'll expand this section to include everything important from the link when I'm done.&lt;br /&gt;
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The original idea: I had wanted to see about the practicalities of catching and taming fish (specifically carp) and letting them swim in channels beside the dwarves of the fort. Then I would try and turn them into war/hunting fish and leave them in the moat for defense. To allow the dwarves and carp to interact I would have a raised 3/7-filled room with a kennel in it that would sit above the 7/7 waterways where the carp could be collected and dragged to be trained further. My first attempt at this led to a number of findings. I reference carp specifically, but this applies to all fish.&lt;br /&gt;
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* Carp drown in water less than 4/7. In order to keep the carp from drowning in the cages, they must be caught at a level of 4/7+. This allows the cages (wooden or otherwise all work equally well) to be transported anywhere without the carp drowning as it enters a sort of statis while caged. If caught in 3/7 or less water, it will continue drowning in its cage and you will have a lovely corpse to display.&lt;br /&gt;
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* Animals are trained directly at their cages, and as this does not trigger the &amp;quot;oh fuck im not in the water&amp;quot; response there's no drowning concerns. It is thus easy to farm fish; in the case of sturgeon, which are huge and have a nice pet value, this can be highly profitable. Also a good aesthetic for a portside fortress.&lt;br /&gt;
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* Unless you want to set up a big floodgate/door system, the best way to catch carp is from ponds. To keep the water level high enough it is important that the room below is smaller than the pond you are draining. Just litter the floor with cages and a single up-stair and channel it out from under when you're ready. Afterwards, drain and collect. In my test all but one fell through and into the cages, though I don't think there's a way to make this process work in a non-luck-based way.&lt;br /&gt;
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* Dwarves can swim/walk freely in 3/7 and below water, but refuse to go into 4/7 water (it's a myth that they will, it's =&amp;lt; 3/7 or bust), and carp drown in anything less than 4/7 water. Therefore it is impossible to have 'meeting' points between the dwarf half and the carp half. This makes having a 4/7 room a waste, and it a better tactic to just put the things into 7/7 water.&lt;br /&gt;
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* It is absolutely possible to have an accessible 4/7 (or any water level really) room above a 7/7 tunnel with other open spots - just use a baffle (diagonal tile) to keep the taller room from depressurizing. The tunnels will still be perfectly accessible. However due to the previous point making a room like this is purposeless.&lt;br /&gt;
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* Carp cannot be war/hunting-trained, but can be tamed easily. You can tame a creature fine while it's caged, but for advanced training you need to drag the pet to the kennels, which is impossible with the water differences.&lt;br /&gt;
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* Carp cannot be adopted if uncaged. Even a dwarf with swimming raw'd in forced to stand beside the carp will forego regular activity because the water is there. And if the dwarf is not in the water with the carp they cannot see/path to the carp and thus will not adopt them. This is due to how pathfinding is hard-coded into the game for deep water (4/7+); the dwarf simply cannot accept that there is anything in a deep-water tile.&lt;br /&gt;
** It may be possible to get a carp-preferring dwarf to adopt a caged carp. No results yet but testing in progress.&lt;br /&gt;
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* Carp are boring as shit. Because underwater meeting zones don't count as meeting-zone-eligible tiles, carp will not path to hang out in the water where you want them to. They will in effect sit exactly where they were released FOREVER unless chased by enemies.&lt;br /&gt;
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* An unskilled hauler can drag a fish a little over 40 tiles before it air-drowns, which probably makes it safe to pit your carp from up to 30 tiles away, but for the safety of the fish it's better to build the cage closer and then remove it. If you don't want to tame a hostile fish, you should definitely build the cage directly beside the pit.&lt;br /&gt;
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However, these findings led to a different idea: Weaponization. We all know fish, notably carp, are overpowered and will fight back fiercely if they have nowhere to run. By pitting carp into 1x1 pits of water (even as stray without war training) we have carp that will ''always'' fight back, always being cornered. This makes the 8 tiles surrounding the pit a potential attack zone, and by placing these pits at 3 tile intervals we can create a pit-field that enemies will constantly be threatened in. In order to allow for wagon accessibility, a winding path through the field can be created; it is winding so that enemies have no direct line into the fortress that will not take them into the danger zone.&lt;br /&gt;
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The benefits of such a defense are thus: Your defender cannot be pathed to, so enemies will not attack them until attacked (or standing adjacent if an archer). The defender immediately feels threatened and pulls the (let's say... kobold) into the water. The defender attacks repeatedly while the kobold panics and tries to escape from drowning. Your defender now has a name, and soon a title. Meanwhile, no other enemies in its squad know what attacked their friend nor that there ARE any enemies around and continue on their merry way, horror-movie-style. If injured, the carp is still able to perform its duties admirably; if killed it is easily replaced. For additional defense, many carp can be pitted in each pit should a good breeding system get underway over the years.&lt;br /&gt;
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Testing of this is underway - currently my assumptions about weaponization are hypothetical but I am confident they will work out. If it works how I imagine, you can have an incredibly well-defended fort with no drawbridge and no doors sealing the entrance. I've yet to have a siege or ambush, though, so results are pending.&lt;br /&gt;
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==The 'Perfect' Power Plant==&lt;br /&gt;
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Thought up a design idea here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. Should be hypothetically the best possible use of space for a power plant. Gonna reformat it for wiki-style later and remove the link, but for now that should be enough.&lt;br /&gt;
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==Ideal UG River Damming==&lt;br /&gt;
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This is basically always worth doing, even if only for FPS purposes. If your river originates on the map, it'll pour from a 5x5 square with missing corners tagged as 'Waterfall,' which are water-generating tiles. That's what I'll be explaining how to dam. If your river originates offscreen, you can simply dam it near its origination point with a straight line, which is easier, but I won't explain specifically.&lt;br /&gt;
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You'll need three rock layers counting from above the topmost open-air layer of river. If the Waterfall tiles are on z.0, there will be some open air on z.1, which means we'll be digging out z.2, isolating some hanging rock on z.3, and digging out z.4. Here's a coded diagram of what to dig on z.0:&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
~ = 'Waterfall'&lt;br /&gt;
* = regular water where we will be dropping rock&lt;br /&gt;
. = regular water&lt;br /&gt;
X = wall&lt;br /&gt;
- = dug-out floor&lt;br /&gt;
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XXXXXXXXX&lt;br /&gt;
XX~~~XXXX&lt;br /&gt;
X~~~~~XXX&lt;br /&gt;
X~~~~~*.X&lt;br /&gt;
X~~~~~*..&lt;br /&gt;
XX~~~**..&lt;br /&gt;
XXX***...&lt;br /&gt;
XXXXX....&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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z.2 is centered around the *s on z.0 (we're ignoring z.1, the dam will fall straight through it):&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
= = dug areas corresponding to the damming area&lt;br /&gt;
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XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-=-X&lt;br /&gt;
XXX--=-X&lt;br /&gt;
X---==-X&lt;br /&gt;
X-===--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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z.3 is largely the same as z.2 except that the damming area is left as undug rock:&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-X-X&lt;br /&gt;
XXX--X-X&lt;br /&gt;
X---XX-X&lt;br /&gt;
X-XXX--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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And z.4 is exactly the same as z.2. Before you continue, build a support either on top of the undug damming rock or directly below it (we'll say below for now) and hook it up to a faraway lever. Now we will channel out z.3 to look like this: (additional dug areas simply for miner access)&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
o = channeled hole&lt;br /&gt;
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XXXXXXXXXX&lt;br /&gt;
XXXXXX-XXX&lt;br /&gt;
XXXXX-o-XX&lt;br /&gt;
XXXX-oXo-X&lt;br /&gt;
XXX--oXo-X&lt;br /&gt;
XX-ooXXo-X&lt;br /&gt;
X-oXXXo-XX&lt;br /&gt;
XX-ooo-XXX&lt;br /&gt;
XXX---XXXX&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Now the dam is only being held up by the support and the floor connections on z.4; so let's take care of those. We'll be channelling out the same spots but in reverse this time:&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX-o-X&lt;br /&gt;
XXXXo=oX&lt;br /&gt;
XXX-o=oX&lt;br /&gt;
X-oo==oX&lt;br /&gt;
Xo===o-X&lt;br /&gt;
X-ooo-XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Now clear the area out and pull the lever. The dam will fall through the floor below and into the river, perfectly blocking of your Waterfall tiles, which are now tappable as a very powerful infinite water source.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Retro&amp;diff=108638</id>
		<title>User:Retro</title>
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		<updated>2010-05-12T04:55:29Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Advice on mass-digging projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Retro' Dorenasol has been ecstatic lately. He slept in a very good bedroom lately. He admired own fine laptop lately. He admired a completely sublime guitar lately. He talked with a friend lately. He was comforted by a pet lately. He was awoken by noise while sleeping lately. He was unhappy with the lack of work last season. He was caught in the rain recently. He was caught in a snow storm recently. He has been tired of eating the same old food lately. He saw a beloved creature lately. He has performed DF science lately. [[User:Retro/Fortresses|He has been working on a write-up of all his fortresses lately.]]&lt;br /&gt;
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He is an ardent worshipper of Tarn Adams. He is a citizen of The Nation of Canada. He is a member of The City of Halifax.&lt;br /&gt;
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'Retro' Dorenasol likes green glass, obsidian, rose gold, statues, hammers, crystal glass, black sand, and ferrets for their playfulness. When possible, he prefers to consume smartfood popcorn and dwarven cream liquers. He absolutely detests cats.&lt;br /&gt;
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He is relaxed. He finds helping others very rewarding. He is slow to anger. He has a calm demeanor. He greatly appreciates art and natural beauty. He is often cheerful. He likes to try new things. He enjoys the company of others. He is bored by reality and has a wonderful imagination. He occasionally overindulges. He loves new and fresh ideas. He finds immodesty distasteful. He is disorganized. He is self-conscious. He possesses great willpower. He is very straightforward with others. He genuinely likes others and openly expresses positive feelings towards them. He is confident under pressure. He strives for excellence. He is confident. He acts impulsively. He needs alcohol to get through the working day. He likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
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=Advice on mass-digging projects=&lt;br /&gt;
&lt;br /&gt;
(If you have any digging-related questions, just ask away on the talk/discussion page, or PM me on the Bay12 forums.)&lt;br /&gt;
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[http://www.bay12games.com/forum/index.php?topic=50916.0 Did a thing a while ago] that was substantially difficult to dig out. It involved about a million pieces of stone, winding, suspended walkways, large open-air caverns, variably widening and closing ceilings for little pocket caverns, slowly curving arches, and a whole bunch of other things like that. So compiled is a bunch of advice I've garnered from my experiences, largely copy/pasted from the aforelinked thread. FYI, all references I make to 'the fort,' 'the cavern,' etc. are just basically referring to a big cavern I dug in a fort of mine.&lt;br /&gt;
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==How many miners should I enlist?==&lt;br /&gt;
&lt;br /&gt;
It is absolutely possible to have too many miners. Simple 1z side-tunnel designations can take forever when you have every miner wanting to take turns digging out a piece of a tiny area from hundreds of tiles away – one by one, in order. A team of 33, which is what I had for both halves of the main fort, is far too many. Due to pathing, a dwarf can dig its way deep into a designated area and then find itself 2 whole tiles away from another chunk of stone – and then run all the way back to the northwest-most designation to start over, often deciding to change z-levels as well and run to a distant stairwell too. When you have this many miners working for you, they frequently dig out all the stone around each other and spend most of their time running back and forth instead of digging.&lt;br /&gt;
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A good number of miners for a project of any substantial size would be around 4-10. It may not seem like that many, but if your miners are getting crowded, they dig each other out of stone and cause the aforementioned pathing lag.&lt;br /&gt;
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==Is it okay to cheat on a project like this?==&lt;br /&gt;
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In some cases, yes. It is absolutely necessary to give your dwarves [SPEED:0], for example, even if it's just for the period of time in which you are digging out the project. Things like this can take an unreasonably long time - for example, the two halves of the main cavern took me about a week each in real-time. Playing at regular speed would simply make this impossible to accomplish. You will also likely need to edit some stone in the raws, as mentioned below. You will also realistically have to use Dtil's Unpause utility; it will take a very long time to dig out the cavern and it's best to simply leave DF unpaused and minimized while you do other things (with a good amount of food, booze, and defense prepared in advance) so the endless hordes of 'you have struck ___!' popups can be avoided. Be careful if you know there's hidden features within your designated area, of course. Cheating is generally frowned upon, but as these changes make the project ''possible'', they are acceptable.&lt;br /&gt;
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==How do I get rid of all this loose stone? My FPS is crying!==&lt;br /&gt;
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You will probably dig out a couple hundred thousand stone undertaking this. I myself dug out what I calculate to be a little over a million, which for reference is enough to build Flarechannel twice. There are a few ways to get rid of all this loose crap, all of which you will probably have to use.&lt;br /&gt;
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* '''Favoured Profession: Refuse Hauler''': Using Dwarf Therapist, turn on refuse hauling on everybody you can spare, including the miners (who should be done digging when you begin dumping). Getting rid of stone is your top priority in order to keep a fort like this within a manageable FPS range. Leave your administration, military (obviously) and food/drink dwarves free and enlist everyone else. Your dwarves should also have [SPEED:0] as mentioned above.&lt;br /&gt;
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* '''Atom Smashing''': Before you start dumping it's a good idea to place a 3x2 drawbridge in the center of the dumping area and raise it, then placing a 2x2 dumping zone in the crushing area. When you're done make absolutely sure there's nobody on or near the bridge, then smush everything and deconstruct the thing.&lt;br /&gt;
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* '''Wanted: Chasm Tiles''': Disclaimer-- this note is only applicable for version 40d. I don't care if you embark with a chasm, a bottomless pit, a magma pipe, or an underground river: You absolutely need somewhere to dump things where it will disappear forever and not simply accumulate. I suggest UG rivers personally because their chasms are small and manageable plus can be easily worked into the architecture of the fort plus the water supply is handy. If you use a magma pipe, remember to extend a bridge out or something to make sure that your dwarves are dumping their items directly into the 'lava flow' tiles and not onto the rocky floor of the pipe.&lt;br /&gt;
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* '''Clearance Sale: Everything Must Go!''': If you don't need it, do away with it. Towards the end of Undergrotto I had finished furnishing all my rooms and so forth, and decided to chasm every bit of furniture I had that wasn't masterwork. This isn't all that necessary, but I was dawdling between 0 and 3 FPS so every little bit helped. If you need FPS that badly it's also a reasonable idea to figure out what you need and how much and only make exactly that much.&lt;br /&gt;
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* '''Magic Vaporizing Stone''': This is the big one, and out of all the methods the most absolutely necessary. From the beginning of the game, if you're starting fresh rather than beginning a project like this in a pre-existing fort, pick a sort-of rare large stone cluster type and make absolutely everything out of that. Use the Economic Stone mod to help with this if you like. This is to make sure that when you destroy all that loose rock you won't also vaporize masterworks or more importantly mechanisms, mechanized furnishings, or pumps. Once you are done digging, open up your raws and set all the undesirable stone types (esp. the layer stone) to have [MELTINGPOINT_10000] and [BOILINGPOINT_10010]. It's important to leave this until you're done digging; the FPS hit will be a big one rather than a continuous one this way. Now reload the game and press '.' to forwards everything one frame. Go and get some food. When you come back, the screen will be filled with pleasant red mist and you can unpause. Once the mist is gone, go back into the raws and remove the tokens. It's a very good idea to save a backup before you do this.&lt;br /&gt;
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And as a bonus pre-digging aid:&lt;br /&gt;
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* '''Softcore Rock''': Giving rock types the [SOIL] tag may or may not cause them to stop dropping stone - it's kind of random due to weird biome interactions. However, it's worth a try; and additionally is faster to dig out so generally worth it.&lt;br /&gt;
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==What kind of digging designations should I use?==&lt;br /&gt;
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There are three methods: Using up/down stairs and channelling out from above, using regular digging designations and mass-collapsing the whole thing afterwards, and starting from the top and slowly ramping downwards. Each has its own pros and cons and is suited for different situations.&lt;br /&gt;
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* '''Up/Down Stairs and Channelling'''&lt;br /&gt;
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This is the most arduous method and also the one I recommend. IMO it's absolutely worth it if you have the patience. Areas that will eventually become flat, designate as up-stairs. Ramps can be designated as ramps, but remember to leave undesignated squares above them. And everything else is up/down stairs. The main pro to this is obviously access, as you basically have flying dwarves. Plus if you want to do anything crazy like smooth and engrave the whole cavern it works really well. The obvious downside is that you have to channel everything away from the top down, which effectively means you have to designate everything twice, but for access purposes it's unbeatable so I think it's worth it. To avoid cave-ins, you just have to channel out all the stairs directly above all the ramps; if you don't do this, there's a pretty good chance that the dwarves will channel out a layer from below and leave the stairs directly above the ramps floating there, and ka-boom. You really just have to be careful that nobody tantrums on the stairs, since if your dwarves fall or trip or something, it's a long way down.&lt;br /&gt;
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The best choice for a project like this, or any other asymmetrical cavern of variable width and height.&lt;br /&gt;
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* '''Regular Digging and Mass-Collapsing'''&lt;br /&gt;
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The main problem with this is that you have to leave access stairwells between floors, which causes your miners to waste probably 7/10 or something of their time on the job running back and forth between their mining spot and the stairwell since they will want to change floors every time they decide to dig elsewhere. If you designate everything at once you can just slowly add to the access stairwell one level at a time as they finish each level to avoid that problem, but then your issue becomes regular access: If you have ramps between levels for the final product, unless you leave out designating them to the end your miners will be able to sidestep your controlled stairwell access. You could use a different method for the levels that dwarves will be walking around and then using this method for the purely open-air levels, but then you have to worry about killing everyone below when you collapse it, so it's not so handy there. Also collapsed floors will destroy your pretty natural ramps, and it's not fun designating channels above your ramps on every single level in order to protect them. All you have to do when you're done is channel out all supporting tiles on each level, which doesn't take too long, and then get rid of the access stairwell and clear out your dwarves. Avoiding cave-ins isn't really an issue because you're kind of going that direction. It's also very unlikely you'll accidentally cause them.&lt;br /&gt;
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Not so great for caverns, but works fine for square and cubic rooms.&lt;br /&gt;
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* '''Ramping Downwards'''&lt;br /&gt;
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This method is generally pretty terrible for this sort of project. For one thing, you can't designate everything at once, which for planning purposes is absolutely necessary. You're also really likely to mess up and accidentally carve out more than you should by ramping below a ceiling you wanted to keep. I've used this a lot, and if you really want to the trick is to use regular dig designations at the edges of the ramping area as your cavern opens up downwards. It's a huge pain in the ass to remember, too. There are numerous other downsides to this, too, like the fact that ramp-carving is way more laggy than other dig methods, and the likelihood of causing cave-ins through easy mistakes. I also need to stress again that you never dig out more than one floor at a time with this no matter what, since that's a good way to kill some of your miners. There are also a lot of rules to using ramps and you might cut off your miners from food, booze, and beds if you're not familiar with them.&lt;br /&gt;
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Good for digging outdoor pits and sometimes 2z or 3z-high rooms. Otherwise avoid.&lt;br /&gt;
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==How do I plan out something like this?==&lt;br /&gt;
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Digging out square areas is easy to plan regardless of how many rooms and offshoot tunnels you have. This goes double if your rooms are the same shape from top to bottom, no matter how high they extend. When you want to create natural curving rooms that open up and taper non-uniformly at many different points, the difficulty level rises high enough to spit on your house from here.&lt;br /&gt;
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The first thing you need to do is a flat layout sketch of where you want things to be. You can ignore height here; in between plateaus simply outline the area you'll be adding ramps to in a shade of gray and assume you'll figure out the difference later. This is the (crappy) rough layout sketch for Undergrotto: http://img695.imageshack.us/img695/541/img2199n.jpg. To determine what level your plateaus are going to be, sketch them out separately in a profile shot - you should already have an idea of what's going to be higher than what. A few heightmapping sketch for Undergrotto are here: http://img294.imageshack.us/img294/7189/img2201w.jpg. Try and estimate the difference between the plateaus and assign one of them an arbitrary level number from your game (ie. I picked 134 as the lowest level of the cavern, 4z above the map's bottom, and figured everything out from there). Now you can go back to the layout map and scribble the numbers onto each plateau for future reference. It's designating time!&lt;br /&gt;
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You can certainly plan everything in MS Paint layer-by-layer or in some sort of 3D planner but ''good luck'' copying your designation out tile-by tile over a massive space like this, so here’s my advice: Outline everything on the bottom-most z-level you're using. For plateaus, use designation type A (in this case I used regular dig designations) and sometimes B if you have two that are side-by side (maybe up/down stairs), and use a third separate designation to mark the soon-to-be winding rampways connecting these together (anything but actual ramps, try channels). Everything should be all on the one layer when you're done. Once you’ve decided what height you want each plateau to be, go to the rampway designated spots and mark off ramps from one plateau to the other using as many sets of ramps as needed to match the height difference. Place your ramps as if they needed support – don’t miss the diagonals; visualizers connect any ramp touching a wall tile and the effect looks great. Now what you need to do is copy this large designation mark for mark up a z-level at a time, copying everything except the stuff that’s reached its proper floor (you could jump more z-levels at a time but it’s a lot harder to copy up multiple-z than it is to go one at a time). Once everything’s been placed, black out the extra copies of certain layers you made so nothing overlaps and everything’s on its right layer. Then change all the non-ramp designations to up-tile designations. This is tedious. Your designated area should look something like [http://www.mkv25.net/dfma/map-7417-undergrotto this].&lt;br /&gt;
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Now you get to fill in all the empty space between up-stairs and ramp designations with up-down stair designations. This takes a while too, sorry. Continue up keeping the walls the same shape until you've reached the topmost plateau for simplicity; from there you can taper away the tops of each pocket of the cavern. The exact shape of your cavern is really at your discretion; personally I have a lot of experience with MS Paint and I hand-design all my circles, so I based the slow tapers of my ceilings off of that knowledge. Slow curves are pretty, though. At this stage I suggest uploading your designation map to the DFMA so you can zoom out and look at everything to make sure it’s right. This is effectively a photo-negative of your cavern. Mine looked like [http://www.mkv25.net/dfma/map-7429-undergrotto this] for the bottom half of the cavern and [http://www.mkv25.net/dfma/map-7950-undergrotto this] for the top.&lt;br /&gt;
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It’s time to dig. Due to weird pathfinding, your miners will probably work their way towards the north-western end of your designations and slowly move their way up z-level by z-level until they start over from the bottom again. When you’re finally done, remove the last up-stairs while avoiding removing the natural ramps and pop open a visualizer to check out your cavern!&lt;br /&gt;
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=Other random yet useful stuff=&lt;br /&gt;
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==Weaponizing and Farming Fish==&lt;br /&gt;
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Working from my experiments here: http://www.bay12games.com/forum/index.php?topic=51538.msg1106553#msg1106553. Still need to test it out; gonna need to see how the buggers do against actual enemies but the regular pet-farming side is worked out. I'll expand this section to include everything important from the link when I'm done.&lt;br /&gt;
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The original idea: I had wanted to see about the practicalities of catching and taming fish (specifically carp) and letting them swim in channels beside the dwarves of the fort. Then I would try and turn them into war/hunting fish and leave them in the moat for defense. To allow the dwarves and carp to interact I would have a raised 3/7-filled room with a kennel in it that would sit above the 7/7 waterways where the carp could be collected and dragged to be trained further. My first attempt at this led to a number of findings. I reference carp specifically, but this applies to all fish.&lt;br /&gt;
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* Carp drown in water less than 4/7. In order to keep the carp from drowning in the cages, they must be caught at a level of 4/7+. This allows the cages (wooden or otherwise all work equally well) to be transported anywhere without the carp drowning as it enters a sort of statis while caged. If caught in 3/7 or less water, it will continue drowning in its cage and you will have a lovely corpse to display.&lt;br /&gt;
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* Animals are trained directly at their cages, and as this does not trigger the &amp;quot;oh fuck im not in the water&amp;quot; response there's no drowning concerns. It is thus easy to farm fish; in the case of sturgeon, which are huge and have a nice pet value, this can be highly profitable. Also a good aesthetic for a portside fortress.&lt;br /&gt;
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* Unless you want to set up a big floodgate/door system, the best way to catch carp is from ponds. To keep the water level high enough it is important that the room below is smaller than the pond you are draining. Just litter the floor with cages and a single up-stair and channel it out from under when you're ready. Afterwards, drain and collect. In my test all but one fell through and into the cages, though I don't think there's a way to make this process work in a non-luck-based way.&lt;br /&gt;
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* Dwarves can swim/walk freely in 3/7 and below water, but refuse to go into 4/7 water (it's a myth that they will, it's =&amp;lt; 3/7 or bust), and carp drown in anything less than 4/7 water. Therefore it is impossible to have 'meeting' points between the dwarf half and the carp half. This makes having a 4/7 room a waste, and it a better tactic to just put the things into 7/7 water.&lt;br /&gt;
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* It is absolutely possible to have an accessible 4/7 (or any water level really) room above a 7/7 tunnel with other open spots - just use a baffle (diagonal tile) to keep the taller room from depressurizing. The tunnels will still be perfectly accessible. However due to the previous point making a room like this is purposeless.&lt;br /&gt;
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* Carp cannot be war/hunting-trained, but can be tamed easily. You can tame a creature fine while it's caged, but for advanced training you need to drag the pet to the kennels, which is impossible with the water differences.&lt;br /&gt;
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* Carp cannot be adopted if uncaged. Even a dwarf with swimming raw'd in forced to stand beside the carp will forego regular activity because the water is there. And if the dwarf is not in the water with the carp they cannot see/path to the carp and thus will not adopt them. This is due to how pathfinding is hard-coded into the game for deep water (4/7+); the dwarf simply cannot accept that there is anything in a deep-water tile.&lt;br /&gt;
** It may be possible to get a carp-preferring dwarf to adopt a caged carp. No results yet but testing in progress.&lt;br /&gt;
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* Carp are boring as shit. Because underwater meeting zones don't count as meeting-zone-eligible tiles, carp will not path to hang out in the water where you want them to. They will in effect sit exactly where they were released FOREVER unless chased by enemies.&lt;br /&gt;
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* An unskilled hauler can drag a fish a little over 40 tiles before it air-drowns, which probably makes it safe to pit your carp from up to 30 tiles away, but for the safety of the fish it's better to build the cage closer and then remove it. If you don't want to tame a hostile fish, you should definitely build the cage directly beside the pit.&lt;br /&gt;
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However, these findings led to a different idea: Weaponization. We all know fish, notably carp, are overpowered and will fight back fiercely if they have nowhere to run. By pitting carp into 1x1 pits of water (even as stray without war training) we have carp that will ''always'' fight back, always being cornered. This makes the 8 tiles surrounding the pit a potential attack zone, and by placing these pits at 3 tile intervals we can create a pit-field that enemies will constantly be threatened in. In order to allow for wagon accessibility, a winding path through the field can be created; it is winding so that enemies have no direct line into the fortress that will not take them into the danger zone.&lt;br /&gt;
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The benefits of such a defense are thus: Your defender cannot be pathed to, so enemies will not attack them until attacked (or standing adjacent if an archer). The defender immediately feels threatened and pulls the (let's say... kobold) into the water. The defender attacks repeatedly while the kobold panics and tries to escape from drowning. Your defender now has a name, and soon a title. Meanwhile, no other enemies in its squad know what attacked their friend nor that there ARE any enemies around and continue on their merry way, horror-movie-style. If injured, the carp is still able to perform its duties admirably; if killed it is easily replaced. For additional defense, many carp can be pitted in each pit should a good breeding system get underway over the years.&lt;br /&gt;
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Testing of this is underway - currently my assumptions about weaponization are hypothetical but I am confident they will work out. If it works how I imagine, you can have an incredibly well-defended fort with no drawbridge and no doors sealing the entrance. I've yet to have a siege or ambush, though, so results are pending.&lt;br /&gt;
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==The 'Perfect' Power Plant==&lt;br /&gt;
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Thought up a design idea here: http://www.bay12games.com/forum/index.php?topic=51302.msg1100425#msg1100425. Should be hypothetically the best possible use of space for a power plant. Gonna reformat it for wiki-style later and remove the link, but for now that should be enough.&lt;br /&gt;
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==Ideal UG River Damming==&lt;br /&gt;
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This is basically always worth doing, even if only for FPS purposes. If your river originates on the map, it'll pour from a 5x5 square with missing corners tagged as 'Waterfall,' which are water-generating tiles. That's what I'll be explaining how to dam. If your river originates offscreen, you can simply dam it near its origination point with a straight line, which is easier, but I won't explain specifically.&lt;br /&gt;
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You'll need three rock layers counting from above the topmost open-air layer of river. If the Waterfall tiles are on z.0, there will be some open air on z.1, which means we'll be digging out z.2, isolating some hanging rock on z.3, and digging out z.4. Here's a coded diagram of what to dig on z.0:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
~ = 'Waterfall'&lt;br /&gt;
* = regular water where we will be dropping rock&lt;br /&gt;
. = regular water&lt;br /&gt;
X = wall&lt;br /&gt;
- = dug-out floor&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXX&lt;br /&gt;
XX~~~XXXX&lt;br /&gt;
X~~~~~XXX&lt;br /&gt;
X~~~~~*.X&lt;br /&gt;
X~~~~~*..&lt;br /&gt;
XX~~~**..&lt;br /&gt;
XXX***...&lt;br /&gt;
XXXXX....&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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z.2 is centered around the *s on z.0 (we're ignoring z.1, the dam will fall straight through it):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
= = dug areas corresponding to the damming area&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-=-X&lt;br /&gt;
XXX--=-X&lt;br /&gt;
X---==-X&lt;br /&gt;
X-===--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
z.3 is largely the same as z.2 except that the damming area is left as undug rock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX---X&lt;br /&gt;
XXXX-X-X&lt;br /&gt;
XXX--X-X&lt;br /&gt;
X---XX-X&lt;br /&gt;
X-XXX--X&lt;br /&gt;
X-----XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And z.4 is exactly the same as z.2. Before you continue, build a support either on top of the undug damming rock or directly below it (we'll say below for now) and hook it up to a faraway lever. Now we will channel out z.3 to look like this: (additional dug areas simply for miner access)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
o = channeled hole&lt;br /&gt;
&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
XXXXXX-XXX&lt;br /&gt;
XXXXX-o-XX&lt;br /&gt;
XXXX-oXo-X&lt;br /&gt;
XXX--oXo-X&lt;br /&gt;
XX-ooXXo-X&lt;br /&gt;
X-oXXXo-XX&lt;br /&gt;
XX-ooo-XXX&lt;br /&gt;
XXX---XXXX&lt;br /&gt;
XXXXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the dam is only being held up by the support and the floor connections on z.4; so let's take care of those. We'll be channelling out the same spots but in reverse this time:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
XXXX-o-X&lt;br /&gt;
XXXXo=oX&lt;br /&gt;
XXX-o=oX&lt;br /&gt;
X-oo==oX&lt;br /&gt;
Xo===o-X&lt;br /&gt;
X-ooo-XX&lt;br /&gt;
XXXXXXXX&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now clear the area out and pull the lever. The dam will fall through the floor below and into the river, perfectly blocking of your Waterfall tiles, which are now tappable as a very powerful infinite water source.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demonic_fortress&amp;diff=100461</id>
		<title>v0.31:Demonic fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demonic_fortress&amp;diff=100461"/>
		<updated>2010-04-28T05:26:15Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Inside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Demonic Fortresses==&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough, and in the right place, you might find a '''demonic fortress''' (also known as a '''curious structure''') made entirely of {{L|smooth}} {{L|slade}}. You will get a boxed message telling you of this&amp;lt;!-- need image of the message --&amp;gt;. A demonic fortress is found once per region tile (thus, it is located in precisely one spot in a 16x16 embark square). Demons and other foul beasties might be located at the bottom of the fortress; higher up may be hordes of random {{l|undead}} creatures. The bottom of each fortress is connected to {{L|Hell}} through slade walls, so demons spawning there can not immediately cross into the fortress and swarm you. Hell is only deemed reached once the upright weapon is removed (see below).&lt;br /&gt;
&lt;br /&gt;
If your site does not have a demonic fortress, you will need to breach Hell through a tubular {{L|adamantine|adamantine vein}}. As there is plenty of space inside a demonic fortress to set up traps and defense, they seem to be the easiest way to safely enter Hell. It is also quite possible to reach the bottom layer of the fortress through controlled cave-ins without ever having to fight a single enemy.&lt;br /&gt;
&lt;br /&gt;
It is easy to locate a fortress (or see if your site has one) using an exploit on the {{L|Stocks}} screen: In the &amp;quot;Weapons&amp;quot; category will be a masterpiece {{L|adamantine}} weapon when you embark. Zooming to this will tell you the approximate location of the fortress.&lt;br /&gt;
&lt;br /&gt;
== Getting inside ==&lt;br /&gt;
Since it is not possible to dig through slade, the only way into the structure is from the very top - a large hole will be present at the highest level, not necessarily connected to any nearby caverns.&lt;br /&gt;
&lt;br /&gt;
== Inside ==&lt;br /&gt;
[[File:Curious_structure_inside.png|right|]]&lt;br /&gt;
In the center of the lowest smoothed level (pictured) will be a glowing floor and upright {{L|masterpiece}} {{L|adamantine}} weapon. Removing the weapon causes the glowing floor to disappear, revealing a staircase and releasing the demons from the lower part of the fortress. Below this level are chambers containing demons. Above this level are many similar levels, but without the glowing floor and adamantine weapon. Some of these levels may take the form of long, twisting corridors, and some may have patches of {{L|mud}}. These levels contain many {{l|Undead|skeletal and zombie}} enemies.&lt;br /&gt;
&lt;br /&gt;
An example of a demonic fortress can be viewed [http://mkv25.net/dfma/poi-23093-topofthetower here].&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Retro/Fortresses&amp;diff=97617</id>
		<title>User:Retro/Fortresses</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Retro/Fortresses&amp;diff=97617"/>
		<updated>2010-04-23T02:33:25Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Undergrotto */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unfinished write-up of all my long-term DF forts. The older stuff is farther back. I really need to take screenshots or go dredge up some old ones but for now this'll do.&lt;br /&gt;
&lt;br /&gt;
=Undergrotto=&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/map-8232 The final DFMA map is here.]&lt;br /&gt;
&lt;br /&gt;
[[File:Undergrotto.png]]&lt;br /&gt;
&lt;br /&gt;
This is the big one. No need for me to rewrite everything; there's a big write-up '''[http://www.bay12games.com/forum/index.php?topic=50916.0 here]'''.&lt;br /&gt;
&lt;br /&gt;
=The Castle Mightygrips=&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/map-7933-castlemightygrips The most recent DFMA map is here.]&lt;br /&gt;
&lt;br /&gt;
My story-based community fort that I started in late December 2009, both to improve my writing skills as well as to give myself the occasional break from the rigorous amount of work I was doing on Undergrotto. I stopped updating it regularly in February to try and get Undergrotto done before the new version, but spent much of March/April busy with studies. I'm hoping to continue updating it in May when I stop having to write 3-4 essays a week.&lt;br /&gt;
&lt;br /&gt;
The idea of a large castle - and not just a structure alone, but a castle keeping as historically accurate as I could to medieval Europe (anachronisms aside) was borne from an engineering-focused history class. I wanted large walls, parapets, a proper moat, hovels, a large keep, knights rather than soldiers, etc. etc. etc. I gave horses the [TRAINABLE] tag and had hoped to assign them to champion swordsdwarves but found out that by then it was too late. I'd done my best to prepare as medieval a feel as possible to the fort, making the military mostly sword-users (with the more religious dwarves wielding maces), gave almost everyone a custom job title more thematically apropriate, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
It took me almost two weeks to find the perfect site for Mightygrips. I wanted half the map to be flatland and the other half mountains (I like having one big flat z-level for the fort to be based in as well as many to work with height-wise), a bottomless pit with a giant cave spider, a magma pipe, and an underground river, all on an evil biome. I also tried out the Orc mod for the first time, having never focused on my military before. I'd hoped for lots of assaults from skeletal creatures, but all I really got was really, really slow zombie mountain goats. Also, the orcs brought a giant wolf spider each in their sieges, so sieges were particularly hard to deal with in contrast.&lt;br /&gt;
&lt;br /&gt;
Did a lot of cool things with this, and it's definitely helped improve my writing thus far. I'm looking forwards to getting back into it, but I won't quite yet. One more month or so.&lt;br /&gt;
&lt;br /&gt;
=Spiralwaters=&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/map-8325-spiralwaters The DFMA map.]&lt;br /&gt;
&lt;br /&gt;
I only uploaded two levels of Spiralwaters, to highlight its namesake. This was my second fort after Diamondseizures and was geared primarily towards science; the 14 z-levels underground that I didn't bother to upload contained my research into a whole bunch of stuff - nothing revolutionary, but the usual things that DF players have to do for themselves the first time without wiki help, plus a bunch of trap-design stuff.&lt;br /&gt;
&lt;br /&gt;
=Diamondseizures=&lt;br /&gt;
&lt;br /&gt;
[http://www.mkv25.net/dfma/map-8087-diamondseizures The DFMA map.]&lt;br /&gt;
&lt;br /&gt;
My very first fortress that I worked on from early June 2009 to probably late July or early August. It's easily the closest thing I've done to a 'normal' fort where there are lots of random side tunnels and whatnot, but I was a conservative and over-safe player from the start so I created a temp fort while starting my main one despite having never done a fort at all prior.&lt;br /&gt;
&lt;br /&gt;
This fort taught me a whole damn lot, and is still both the best embark I've ever had (black sand (my favourite kind), amazing landscape with a plethora of resources including an undiscovered UG river I never knew about) as well as the best named fortress I've ever had. It was actually the first randomly generated name I ever did as well, and I've been using its dwarven translation of Dorenasol as my fake dwarven last name for that reason :P&lt;br /&gt;
&lt;br /&gt;
The most interesting feature of the fort was the Goblin Run, an overly-elaborate gauntlet for my 150+ caged gobbo prisoners to toil through on their path to freedom. It's heavily outlines in the DFMA POIs. I never finished it because it required an obscene amount of lever-linking and pressure plate linking and blah blah blah, and as I was tying the hundreds of bridges and spike traps involved to three different repeaters, it was hard to tell which at all I was supposed to be linking in the first place. But I did once give it a try - here's how I described it back when I first used it, in one of the many Bay12 threads about how DF makes us into bad people:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;As many first fortresses do, my defense consisted largely of traps. In this case, I had set up lines of cage traps between archer towers, forming a lovely perimeter. This led to, over the years, about a hundred and sixty-odd goblins being kept in storage, including all the local leaders. Eventually I decided to do something with them. This led to the Goblin Games room.&lt;br /&gt;
&lt;br /&gt;
''Upon release, goblin POWs pathed as best they could towards the exit. This took them into a 5z level labyrinth, about 25xy wide. Rather than simply going up, it went up and down and all around a few times. Rather than simply running in a straight line, I channeled out holes covered by bridges and set up three different repeaters to attach them to. Pathfinding would not have a good day here.&lt;br /&gt;
&lt;br /&gt;
''The second room was a simply path over a magma pit. However, archers were stationed on both sides of the pit, starting from a good distance away and finishing within a tile from the running goblins. Avoiding the boltfire was close to impossible.&lt;br /&gt;
&lt;br /&gt;
''The goblins were then herded into the arena. At this point I would lock the exit door, and all the goblins who made it through would run into it, realize they couldn't escape, and stand around idly. After a fair few were through, I released the Giant Eagles. The elves brought me a breeding pair, you see.&lt;br /&gt;
&lt;br /&gt;
''The survivors, rare as they were, got to run through another bane-of-pathfinding room. Ten thin but long platforms were littered with spike traps, each platform being connected by three seperate bridges to the next. All the spikes and bridges were connected to different repeaters, forcing the goblins to take different paths and run over the suddenly-protruding spikes. Those who fell simply limped back under the platforms to the entrance of the room and tried it again.&lt;br /&gt;
&lt;br /&gt;
''Few made it through those four rooms. However, I did have some local leaders, and I like the number five, so I thought a fifth room would be nice. The one or two goblins that made it through the hell I laid out for them found themselves in a nice, tall, cone-shaped room. The wide circular base tapered as it continued 15z up, with a thin path following along the walls all the way to the exit. Upon escaping the cone, if they could contend with the single giant eagle waiting at the exit, the goblins would be free to go. However, to begin the ascent, they had to step on a pressure plate.&lt;br /&gt;
&lt;br /&gt;
''Next to the cone was a resevoir containing 3000 blocks of 7/7 water.&lt;br /&gt;
&lt;br /&gt;
''Think Wind Waker, just before the Helmaroc boss. The goblins ran from the water, which rose insanely fast, while an eagle persued them around the room. Even if the eagle didn't shred them apart, they were likely to drown.&lt;br /&gt;
&lt;br /&gt;
''I mentioned earlier that I didn't manage to complete this hell. The labyrinth, marksdwarf passage, arena, and flooding cone were all done except for the bridge room, since I tired of assigning spike traps and bridges to connect to the repeaters after the first ten or so. This didn't mean I didn't get to test it. It took the gobbos about five minutes for the first few to get out of the labyrinth, after which a surprising amount made it through the marksdwarf passage (they were just recruited peasants; I figured enough bolts would be in the air that it wouldn't matter), with one memorable gob falling off the pathway into the magma pit. The arena went pretty well with both giant eagles killing about eighteen goblins together before being ripped apart, and the few spike traps I had working actually managed to hurt some of the survivors. The last five goblins made it into the flooding cone (the pressure plate locks the door behind them, sealing the other survivors in the spike room), which I was the most excited about. As they ran/swam for their lives, the two slowest ones drowned, the eagle killed one and tossed another down into the center before drowning itself, and the fifth - a local leader Axelord who was Unbelievably Agile - actually made it out.&lt;br /&gt;
&lt;br /&gt;
''As he hobbled towards the exit, wounded and traumatized (some yellow wounds and a missing hand), I wondered what kind of life he would go back to in his home tower. He had been missing for nearly a decade. Would his family have moved? Died? What kind of life could a goblin lead bearing the guilt of being the sole survivor of such sadistic carnage? Surely the poor fellow would be traumatized for years to come. Only the sight of sweet, sweet edge-of-the-map freedom was keeping him going now.&lt;br /&gt;
&lt;br /&gt;
''As he got five squares away from the map's edge, I sicced the other ten giant eagles on him.&lt;br /&gt;
&lt;br /&gt;
''And that, my friends, is how Dwarf Fortress has made me a bad person.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It only got better from there.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Undergrotto.png&amp;diff=97616</id>
		<title>File:Undergrotto.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Undergrotto.png&amp;diff=97616"/>
		<updated>2010-04-23T02:33:03Z</updated>

		<summary type="html">&lt;p&gt;Retro: one screenie will have to do (damn you wikitext)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;one screenie will have to do (damn you wikitext)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=97553</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=97553"/>
		<updated>2010-04-22T21:56:43Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Extension request ==&lt;br /&gt;
&lt;br /&gt;
(mostly copied from [[User talk:senso]])&lt;br /&gt;
&lt;br /&gt;
A string manipulation extension would allow things to be dynamically created from raw files and other powerful templates. With the upcoming big change to creature structure in DF, something that pulls info directly from raw data would really help rework the creature pages. I've been looking through some extensions, and one of these would fit well (in order of preference)&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:MultiReplace&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:RegexParserFunctions&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:StringFunctions&lt;br /&gt;
The first one is a replacement function that can preform multiple replacements in one call (and it supports regex). The second one is a straightforward regex engine, and the last one is a collection of string manipulations. For my suggested purpose just one of the three would be enough, but none of them completely covers the tasks the of others. So, if possible, having all of them would be best. [[User:VengefulDonut|VengefulDonut]] 21:35, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Their functionality does overlap a lot. The differences are as follows: &lt;br /&gt;
*Multireplace can preform multiple replacements with one call, which the second one cannot. It can evaluate regular expressions for the replacement.&lt;br /&gt;
*RegexParserFunctions can preform a regex replacement. It can also be used for a regex search, which multireplace isn't meant for.&lt;br /&gt;
:Multireplace would be better suited for a template that generates diagrams. Regexparserfunctions could do this by nesting the function call many times, which I don't think is a good idea.&lt;br /&gt;
:Regexparserfunctions would be better suited for a template that pulls information from raw data files. Multireplace could do this by matching everything before and after the matchtext and cropping it, like so: '''(.*)(matchtext)(.*)=$2'''. However, to do this multireplace is effectively matching the entire page at once. [[User:VengefulDonut|VengefulDonut]] 22:50, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a possible alternative: http://www.mediawiki.org/wiki/Extension:RegexFunctions [[User:VengefulDonut|VengefulDonut]] 05:04, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archive Subdomain problem==&lt;br /&gt;
Sorry to bother, i sent an email to senso, but it seems that you are the new admin. Grats.&lt;br /&gt;
Yesterday i was surfing the archive [http://archive.dwarffortresswiki.net/index.php/Main_Page] and suddendly it started to redirect to a french blog. Now it redirect to the main wiki. (Actually every subdomain redirects to the main wiki, also invalid ones) Can you bring it back? I know that it's rarely used, but sometimes it's funny to build 2D nostalgia fortresses. --[[User:Tempus|Tempus]] 09:13, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact info? ==&lt;br /&gt;
&lt;br /&gt;
Thanks for stepping up.  Are you going to have an e-mail contact addy, for less public communication? --[[User:Albedo|Albedo]] 17:31, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
The favicon for the previous wiki seems not to have been copied over. [[User:VengefulDonut|VengefulDonut]] 18:36, 17 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:http://web.archive.org/web/20071127071819/http://www.dwarffortresswiki.net/favicon.ico [[User:VengefulDonut|VengefulDonut]] 01:35, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You may want to watch this page ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress Wiki:Spamreport]] [[User:VengefulDonut|VengefulDonut]] 01:41, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short delay for new accounts? ==&lt;br /&gt;
&lt;br /&gt;
Some wikis have a policy of a short waiting period between the creation of a new user account and the ability to edit an article.  (On the main wiki, I believe this is 30 days.)  This delay achieves 3 things, but the only one I'm really concerned with is that it would ''seriously'' slow down bots and spammers.  As a side benefit, it also prevents confused newbies from editing before they have a feel for the wiki as a whole, and spontaneous, ill-considered or mean-spirited contributions from a variety of other less-than-serious sources, such as the occasional spur-of-the-moment vandal or the late-Saturday-night beer-goggled comedy writing team.  I think 1 week would be ample, but even a 48 or 72 hour period might slow the spam bots.  No editor who has a worthwhile contribution to make would resent 48 hours to consider their first effort.&lt;br /&gt;
&lt;br /&gt;
Just a thought.--[[User:Albedo|Albedo]] 02:09, 18 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IP numbers instead of sig? ==&lt;br /&gt;
&lt;br /&gt;
When I was trying to use the standard &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; sig, IP numbers are coming up instead of the user/date.  See [[Talk:Furniture Industry]].  Don't know what's up wi'dat. --[[User:Albedo|Albedo]] 06:39, 27 September 2009 (UTC)&lt;br /&gt;
 Is it possible you were logged out at the time? I enabled&amp;lt;br /&amp;gt; anonymous edits for at least a trial period earlier today...&lt;br /&gt;
Okay, that must have been it - I had no notification that it wouldn't accept my edit, so... &amp;lt;br /&amp;gt;&lt;br /&gt;
Otoh, I, for one, do have a problem when a page gets edited by [[24.198.25.175]] - how do I respond on their talk page? More, don't some smaller ISP's still share IP numbers between users over time in the same area? So... who, exactly, made that edit? Everyone with that ISP?  Lastly, when keeping getting a feel for who is editing what, and their style, hard to mentally keep casual track of an IP addy.  Just one vote, but in this case, it's one of dissent.--[[User:Albedo|Albedo]] 18:30, 27 September 2009 (UTC)&lt;br /&gt;
:Well, you da boss. You may want to make a general announcement, perhaps on the &amp;quot;current events&amp;quot; page? It's rather jarring to see IP's instead of user:names, and I would never have guessed that their :talk page would work - might want to mention that, too, for all the other ignorants out there. (Also, if I never &amp;quot;don't log in&amp;quot; again, I'll never see any response to the one IP edit I did make, right? 2 user pages for each editor w/ a user:name? And even more if they (don't) log in from different locations/IP's? hrmmm...)--[[User:Albedo|Albedo]] 08:42, 28 September 2009 (UTC)&lt;br /&gt;
You're on 'er, yer honour. Sleeep gooood...--[[User:Albedo|Albedo]] 09:33, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==leave==&lt;br /&gt;
User AcpasNorol wants to leave the wiki (see edits). I think he was blocked before, are old spamaccounts still blocked?  --[[Special:Contributions/92.202.37.191|92.202.37.191]] 13:01, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Personal==&lt;br /&gt;
Thanks for cleaning up after me, including the formatting on the joining page. --[[User:The Architect|The Architect]]&lt;br /&gt;
&lt;br /&gt;
== Deletion Policy ==&lt;br /&gt;
&lt;br /&gt;
Redirects serve two purposes - links from other articles, and Searches. These fit under neither category, or none that also fit other policies (like singular/plural article names). And a lot depends on what links to them - since most of these were orphans (or effectively so, any reference only being a conversation re deletion) what are the odds of a search? &amp;lt;br /&amp;gt;&lt;br /&gt;
Re plurals - I guess on one hand once they're there, they might as well stay, but they do set a bad precedent, and they are serving no good purpose except as an undesirable crutch. &amp;lt;br /&amp;gt; &lt;br /&gt;
As far as &amp;quot;bizmuth bronze&amp;quot;, that's a terrible precedent imo - do we start allowing any and every misspelled word to be &amp;quot;redirected&amp;quot;? If it's regional (armour/armor) or a common confusion (adamantium/adamantine) I support it 100%, but misspellings? Bleh. Remind me to make a redirect page for the metals iorn and steal, and sliver and goaled, among others. Double bleh.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Personality modding]] was someone's pet project that was never started beyond posting the (almost blank) page, and abandoned and forgotten by late '07, not updated until [[user:I2amroy]] copied/pasted the entirety of the personality page onto it without further comment.  It had no links except on 2 user pages, one where we were recently wondering &amp;quot;WTF ''IS'' this?&amp;quot;, and another that's listed under &amp;quot;old forum links&amp;quot;. Since the page itself was 2 years old, and has nothing that the original didn't... I think it's another that could get trimmed without loss, as the odds of anyone typing in &amp;quot;personality modding&amp;quot; are slim to none.&amp;lt;br /&amp;gt;&lt;br /&gt;
So my position is &amp;quot;Lose 'em all, no one will ever miss them, and it's a cleaner site without&amp;quot; - but that's my opinion - the final policy is up to you.--[[User:Albedo|Albedo]] 18:19, 20 October 2009 (UTC)&lt;br /&gt;
 .... Er, I really meant if you still disagree, I'm more than willing to continue discussing what&amp;lt;br /&amp;gt; the appropriate course of action should be over any editorial policies we may have on this wiki.&lt;br /&gt;
Nah - I'm opinionated and vocal, but that's not the same as being always adamant in that opinion nor believing that means that I'm &amp;quot;right&amp;quot; (nor always spoiling for an argument/fight, some evidence to the contrary).  I've voiced my point and the reasons behind it, and I believe you've weighed that (Respect) - so if in your estimation it doesn't wash, that's all good by me. (In this case.) ;)  The policies are a collaboration as much as the content itself, and we've held to that process.  So, until next time... ;D  --[[User:Albedo|Albedo]] 23:57, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== graphic gone missing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pumpsnc4.png]], from the [[pump]] page, is MIA. I have no idea why or how, she gone.--[[User:Albedo|Albedo]] 09:52, 29 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quote page - Karl's recent deletion constitutes vandalism ==&lt;br /&gt;
Karl is continually removing any and every quote I add to the quote page while leaving alone anything added by anyone else.  Ie, he's clearly attacking me rather than trying to improve the quote page.   This behavior is strikingly aberrant especially because he seems to be in favor of keeping any other quote no matter how bad.  &lt;br /&gt;
&lt;br /&gt;
I've acted in good faith to improve the quote page, and am trying to participate in a dialog about the other deleted quotes which I honestly don't feel belong on the page on their own merits.  He's judging quotes i've added solely on the basis that I added them.  He's also deleted other quotes i've added previously, and appends his recent changes summary with smilie faces as if he thinks he's being funny.  This amounts to vandalism pure and simple.  Needless to say, this is unacceptable behavior. &lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 16:29, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Addendum: My attempts to talk with him about it on his talk page caused him to merely delete my text with no response.  I hate to ask it, but i'm asking for administrative action - he's clearly incapable of separating personal from substantative differences.  --[[User:Squirrelloid|Squirrelloid]] 16:31, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The quote I removed was based on the way you remove them, they were not grade-A funny quote. A taste of your own Medicine. You judge quote based on your biased opinion, saying they need to be funny, which is not the case, it's written nowhere on the wiki. You try to impose your own twisted sense of humor on this wiki. The fact no one cares about the quote make it hard to add them back, even if me and corona wanted to have some back, you opposed your veto, saying it was hardly a consensus. &lt;br /&gt;
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You are by the way really condescending vs me and corona, talking about whining and all, did it ever occur to you that humor might be a personal taste ? &lt;br /&gt;
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Oh, and by the way, it's unnecessary to copy/paste your rant on multiple page. --[[User:Karl|Karl]] 16:44, 5 November 2009 (UTC)&lt;br /&gt;
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:As much as i hate to have a discussion with you on someone else's talk page&lt;br /&gt;
:First, the discussions, while on related issues, served different purposes.  Namely a referendum on the quotes talk page on those quotes versus talking with an administrator about the appropriateness of particular editing behavior.&lt;br /&gt;
:Second, you're applying a different standard to quotes I've added than to other quotes on that page, which means you're targetting them because I've added them.  Ie, exactly what I've said above.  I doubt anything which I add you would ever consider grade-A funny, solely because i've added it.&lt;br /&gt;
:Third, they certainly aren't quotes crafted by me - i've merely noticed them and decided they should be added.  They deserve to be judged on their own merits.  You're not hurting me by removing them because I added them, you're hurting the page, and you're penalizing the people whose material it was originally.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 16:49, 5 November 2009 (UTC)&lt;br /&gt;
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::This is stupid and childish. I suggest the two of you cease contact and stay away from the quote page. --[[User:Iban|Iban]] 07:20, 9 February 2010 (UTC)&lt;br /&gt;
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== Number of regex evaluations allowed per page ==&lt;br /&gt;
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The number-of-functions-per-page parameter in the regex parser functions extension defaults to 10. Limiting it to a small number isn't warranted since computation time is based more on the complexity of the expressions involved rather than the quantity. A higher limit would allow [[template:diagram]] to be used more than three times on a single page. I've compared the serve time of these two pages: [[User:VengefulDonut/g|a]] [[User:VengefulDonut/r|b]], and found the difference was usually about 0.003 seconds. Based on this, I don't think its use is dangerous. [[User:VengefulDonut|VengefulDonut]] 17:38, 10 November 2009 (UTC)&lt;br /&gt;
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:Hmm. If the ceiling is a few hundred, we probably won't bump into it. [[User:VengefulDonut|VengefulDonut]] 13:02, 11 November 2009 (UTC)&lt;br /&gt;
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::When you were testing [[template:diagram]], the limit you bumped into was the post-expand include size limit for templates. Templates are not allowed to generate more than 2MB of data on a single page. Since trying to display 2MB of data in one article is a bad idea anyway, this limit is very reasonable. If you want to see the include size, serve time, and other properties of an article, they get added as comments the page's html source when served. [[User:VengefulDonut|VengefulDonut]] 14:00, 16 November 2009 (UTC)&lt;br /&gt;
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== Cannot add new accounts ==&lt;br /&gt;
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The wiki will not allow new accounts to be created as the picture thing seems to be set up wrong&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
To help protect against automated account creation, please type the two words you see in the box below: &lt;br /&gt;
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This reCAPTCHA key isn't authorized for the given domain. More info &amp;lt;/pre&amp;gt;&lt;br /&gt;
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Please fix, I would like to set up and account versus being just an IP&lt;br /&gt;
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:I found this other site &amp;quot;http://www.dwarffortresswiki.net/&amp;quot; by googleing &amp;quot;Briess contact wiki&amp;quot; which looks very simular, and reCAPTCHA works on. That .net site did let me make an account and post the above message. Then it showed up on the .com site, and then the .com site let me log in. [[User:Larek|Larek]] 00:33, 12 November 2009 (UTC)&lt;br /&gt;
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::Well I still can't post on the .com site as each post seems to require the annoying reCAPTCHA thing (which doesn't work). But any thing I put on that other .net site, shows up on the orginal .com one very quickly. [[User:Larek|Larek]] 00:37, 12 November 2009 (UTC)&lt;br /&gt;
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:::Briess asked, The .com site is the First (and Second) hit on google when searching for &amp;quot;dwarven fortress wiki&amp;quot;  which is http://dwarf.lendemaindeveille.com  And yes I know that its &amp;quot;Dwarf Fortress&amp;quot; not &amp;quot;Dwarven Fortress&amp;quot;, is just that when I speak to others about DF &amp;quot;Dwarven&amp;quot; is usally said since it is Dwarfs that build that Fortress.&lt;br /&gt;
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::::Well I don't know what you have access to, and how lowlevel you can get on the webserver. But a Robots.txt that prevents google from indexing the .com site would fix my issue. &lt;br /&gt;
::::I can't find any trace of a 301 redirect on the .com site through IE6 or Netscpe. Also redirect checking tool http://www.internetofficer.com/seo-tool/redirect-check/ seems to think there is not redirect either. Hope this helps. [[User:Larek|Larek]] 15:17, 13 November 2009 (UTC)&lt;br /&gt;
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== Interwiki links to russian DF wiki ==&lt;br /&gt;
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We previously had the ability to create interwiki links to the corresponding page on the Russian DF wiki. It seems that this functionality has been broken. [[User:VengefulDonut|VengefulDonut]] 06:15, 15 November 2009 (UTC)&lt;br /&gt;
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:The russian wiki is at http://www.dfwk.ru/ [[User:VengefulDonut|VengefulDonut]] 14:01, 16 November 2009 (UTC)&lt;br /&gt;
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== Custom namespace on the wiki for DF mods? ==&lt;br /&gt;
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I'm one of the people working on the [http://www.bay12games.com/forum/index.php?topic=46472.0 Ark Project], a collaborative DF mod.  So far we've been using a [[User_talk:Lancensis|user talk page]] on the DF wiki for planning purposes, but we were thinking it'd be nice if there were a [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces custom namespace] called &amp;quot;Mod&amp;quot; on the wiki.  This would also help clean up the problem with [[:Category:Mods|mod pages in the Main namespace.]]&lt;br /&gt;
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As an aside, it might also be helpful to have a &amp;quot;Utility&amp;quot; namespace for [[Utilities|utilities]], which are in the same boat as mods.&lt;br /&gt;
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I noticed the DF wiki already has custom namespaces for bloodline games, so hopefully this isn't too much to ask.  Thanks!&lt;br /&gt;
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Oh, and apologies for contacting you via both this and a PM.  I sent the PM and then noticed you hadn't logged onto B12 forums in a while, so I didn't know if you'd get it.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:24, 12 January 2010 (UTC)&lt;br /&gt;
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Thanks a ton!  This'll be really helpful.  One thing though: the new namespaces don't seem to have [http://www.mediawiki.org/wiki/Help:Subpages subpages] enabled, and a lot of the people currently hosting mods on their talk pages are using subpages.  I know people can switch to using categories instead (we may do this), but it's something to consider.  Also, this is pure irrelevant nitpicking, but namespace names usually use the singular.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:08, 26 January 2010 (UTC)&lt;br /&gt;
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Awesome, thanks!&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:45, 27 January 2010 (UTC)&lt;br /&gt;
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== Could you mark me autoconfirmed? ==&lt;br /&gt;
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Hey, I don't know what the rule is for this, but if I'm not autoconfirmed when you see this, can you mark me as that?  The captcha is really annoying when I'm trying to develop the [[Dwarf_Fortress_2010]] page.  Thanks! [[User:Mason11987|Mason11987]] 22:25, 24 January 2010 (UTC)&lt;br /&gt;
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== Vandal ==&lt;br /&gt;
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[[User:173.19.42.186|This guy]] has been adding trash to a bunch of the creature pages. [[User:Quietust|Quietust]] warned him already on his [[User_talk:173.19.42.186|talk page]] for unconstructive edits to [[Scamps]] (one of these edits were undone by [[Special:Contributions/173.19.42.186|you yourself]]), but he continues to make edits to the [[gremlin]] page. ---[[User:Iban|Iban]] 11:08, 30 January 2010 (UTC)&lt;br /&gt;
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== Can I have admin rights? ==&lt;br /&gt;
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Hey.  I'm working on developing wiki pages for the new version of DF.  These pages are listed [[:Category:Dwarf_Fortress_2010|here]].  There is a lot to do for this and most people probably won't be too interested for a couple weeks after release.  I'm hoping to have something in place for structure, and also for new users before release.  In doing so I'm trying to rearrange some of the pages I've made and make them more useful.  I've done a few moves but I'm going to have a lot of move over redirects to do at some point and I need admin rights to make sure I clean up the mess I make.  I've been admin on a dozen or so wikis, and effectively ran [http://spore.wikia.com/wiki/SporeWiki sporewiki] for months myself.  If you give me admin rights you can feel free to monitor all my actions to make sure everything is kosher.  I just hate having to bother someone else to fix tiny things.  Thanks! [[User:Mason11987|Mason11987]] 17:11, 31 January 2010 (UTC)&lt;br /&gt;
:Just as a side comment, it's usually been my observation (from many different places) that directly asking for admin rights is a really good way to ensure that the answer will be &amp;quot;no&amp;quot;, especially for somebody who only registered on the wiki 1 week ago, but that's just me. --[[User:Quietust|Quietust]] 21:32, 31 January 2010 (UTC)&lt;br /&gt;
::I suppose on a forum or site where admin matters, but on wikis my experience is that if people have a reasonable use for the tools and don't look like they intend to screw anything up, then who cares?  But then again, that's only because everything is able to be undone so it's a zero risk situation.  I don't know why people would want to make a wiki and then restrict people who seem helpful from editing it easily, kinda counter-productive imo. [[User:Mason11987|Mason11987]] 03:01, 1 February 2010 (UTC)&lt;br /&gt;
:::I think Admin is the wrong word. These kinds of people are janitors or managers or something. Admins are people who also manage users, sometime you don't want a person to have access to. --[[User:Iban|Iban]] 03:16, 1 February 2010 (UTC)&lt;br /&gt;
::::Depends what environment you are familiar with.  On Mediawiki-based wikis (Wikipedia for example) the phrase &amp;quot;Admin&amp;quot; often refers to the user group that has a few powers like deleting pages, blocking users, protecting pages, editing system messages, because these are the default for the sysop group.  I really only have a desire to use the deleting pages power, but there is a lot of opportunity to work on the system messages here as well.  I posted this hear because even though the average person doesn't know that admin = person with a couple extra powers on a wiki, I assumed Briess (who is a bureaucrat) would know.  Admin is in Media-Wiki terminology correct, the person who manages users is a bureaucrat on wikis. [[User:Mason11987|Mason11987]] 06:05, 1 February 2010 (UTC)&lt;br /&gt;
:::::Wouldn't it be less problematic to just create Category:Deletion_requests or something?  Oh, we already have that at [[:Category:Deletion]].  I don't know if Briess knows about it though. --[[User:Footkerchief|Footkerchief]] 06:17, 1 February 2010 (UTC)&lt;br /&gt;
::::::Well I don't see any reason why it's problematic to just hit the button on the user rights page.  Just because some people seem to think that admin on a wiki should be like a reward system instead of a set of tools doesn't mean that's the right thing to do.  Especially when the two bureaucrats aren't even on here most days (or so it seems). [[User:Mason11987|Mason11987]] 08:25, 1 February 2010 (UTC)&lt;br /&gt;
:::::::I'm not inclined to make a decision about this just yet, give me a day or two to mull over it.  If you want to continue discussing this, please do by all means.  Also, I am aware of the deletion request page, and actually pruned it this last week. :) --[[User:Briess|Briess]] 10:36, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Sounds good, just remember that all sysop actions are revertible as well, as well as the decision to make someone a sysop.  You can always just mark deletion and then visit [http://dwarffortresswiki.net/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1 this page] once a day to make sure I wasn't deleting useful things. Most of what I intend to delete will be my own pages anyway, or redirect pages.  I read your comment on your deletion policy on albedo's talk page and that's pretty much my philosophy as well.  [[User:Mason11987|Mason11987]] 18:42, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Saw the wiki admin page and your note.  Sounds reasonable to me.  I'll fill one out when I get the chance (work has been VERY busy recently). [[User:Mason11987|Mason11987]] 11:32, 22 February 2010 (UTC)&lt;br /&gt;
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== Wİkimedia Commons ==&lt;br /&gt;
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I've been thinking that it would be nice to add some photos to the wiki, such as of trees, stones and animals, for example. Wikimedia commons would make an excellent source, since from what I gather the whole point of it is that the images are meant to be freely reused. However, apparently third party wikis such as this one can link to commons directly, if it's enabled. (see http://www.mediawiki.org/wiki/Manual:$wgForeignFileRepos and http://www.mediawiki.org/wiki/Manual:$wgUseInstantCommons) So is there any chance we could get that enabled? (Excuse me if this is already enabled, but unless I am mistaken it is not.)--[[User:Ar-Pharazon|Ar-Pharazon]] 01:07, 8 February 2010 (UTC)&lt;br /&gt;
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== Help with Bloodline Games ==&lt;br /&gt;
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I've started a couple of games ([[User:Melek|see my user page]]) but although lots of people seem interested from various discussion pages I'm guessing they're not watching that page to see that games are now being hosted. Is there any way for me to send emails to these interested parties or have someone who already has access to their emails to do it for me? I would like to get these games on the go and alot of people are interested on the Wiki without knowing about them! -- [[User:Melek|Melek]] 06:35, 9 February 2010 (UTC)&lt;br /&gt;
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== deletion not gone ==&lt;br /&gt;
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 Briess (Talk | contribs) deleted &amp;quot;File:Fireman.jpg&amp;quot;&lt;br /&gt;
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And yet, it's still there... http://dwarffortresswiki.net/index.php/File:Fireman.jpg&lt;br /&gt;
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(And you really should delete some of the older topics on this page. Sheesh.)    ; ) &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[Special:Contributions/75.62.155.145|75.62.155.145]] 09:44, 9 February 2010 (UTC)&lt;br /&gt;
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== Cannot login ==&lt;br /&gt;
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I can't login. :( bombcar&lt;br /&gt;
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== Policy on Labour/Labor, etc ==&lt;br /&gt;
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Some clever rabbit just took it upon himself to edit about 60 pages, changing every British-spelled word he could find to American spelling ( [[Special:Contributions/Thromordyn]] ). I &amp;quot;undid&amp;quot; all the colorful/colourful and favourite/favorite changes, but most are labor/labour and armour/armor - and that is less clear, so I wanted a policy call. &lt;br /&gt;
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The word &amp;quot;labor&amp;quot; only appears in indirect references within the game itself (such as in engravings, &amp;quot;The dwarves are laboring&amp;quot;), [[sphere]]s, and an obscure crime (&amp;quot;Conspiracy to Slow Labor&amp;quot;) according to the [[string dump]], and in the Article title on this wiki - nowhere else.  &lt;br /&gt;
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The term &amp;quot;armor&amp;quot; is a harder sell, as it's actually used in a couple places in the game interface (&amp;quot;armorsmith&amp;quot;, the 3 pieces of torso protection, and &amp;quot;{{k|v}}iew/preference/soldiering: &amp;quot;armor level&amp;quot;), but it could still fall under the same policy/philosophy.''&lt;br /&gt;
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Do we want to discourage editing of all references of [[labour]] to [[labor]] and [[armour]] to [[armor]], or encourage a single-minded &amp;quot;correct&amp;quot; spelling of that word?  Happy to do the undos if the former, just as happy to leave them be if the policy is the latter. (Imo so long as it's consistent on a given page either spelling should be perfectly acceptable and not changed, even within links to articles and despite the main article title, but that's just me.)''--[[User:Albedo|Albedo]] 04:41, 23 February 2010 (UTC)&lt;br /&gt;
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== Thumbnail generator is not working ==&lt;br /&gt;
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On the main page, I get:&lt;br /&gt;
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Error creating thumbnail: /usr/bin/convert: Unrecognized option (-thumbnail).&lt;br /&gt;
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--[[User:Bombcar|Bombcar]] 05:11, 23 February 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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The interwiki link to the russian wiki is pointing to the wrong domain. The correct one is http://www.dfwk.ru.[[User:VengefulDonut|VengefulDonut]] 18:01, 25 February 2010 (UTC)&lt;br /&gt;
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== N00b! ==&lt;br /&gt;
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So... whassup, boss?  If I have questions, do I ask here, or is there somewhere better? (And you'll want my e-mail.) Got a page you recommend to learn the behind-the-scenes code? And what's the story with the &amp;quot;new wiki engine&amp;quot; on the Home Page? Is that the Wagn engine you were talking about? (Would it be better to wait and use that with the new version, once that gets released? That could act as a filter for old information.) --[[User:Albedo|Albedo]] 16:35, 27 February 2010 (UTC)&lt;br /&gt;
:Speaking of &amp;quot;oopsies&amp;quot;, I dropped a typo on my e-mail addy in my Wagn account, so I need that deleted (&amp;quot;Albedo&amp;quot;) so I can re-apply correctly. thnx (And what do you think of a central page here for Wagn Q&amp;amp;A?) --[[User:Albedo|Albedo]] 07:30, 28 February 2010 (UTC)&lt;br /&gt;
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== Wagn ==&lt;br /&gt;
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What are the advantages of Wagn? My first impression of the thing is a less powerful and less attractive version of mediawiki. Most of the documentation I've found on it so far reads like sales copy. I will look into it more, but right now my opinion is that this is a Bad Idea. [[User:VengefulDonut|VengefulDonut]] 20:12, 27 February 2010 (UTC)&lt;br /&gt;
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:Err, I broke the wagn :/ [[User:VengefulDonut|VengefulDonut]] 20:15, 28 February 2010 (UTC)&lt;br /&gt;
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== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 8 March 2010 (UTC)&lt;br /&gt;
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== Thank you ==&lt;br /&gt;
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For your help on the Request for Adminship page.  Sorry for having &amp;quot;caused&amp;quot; it, anyways, but I'm sorry, I'm not gonna hide who I prefer to be just for politics.  Anyways, I just wanted to offer my thanks to you for that, whether I win or lose. --[[User:Aescula|Aescula]] 00:09, 1 March 2010 (UTC)&lt;br /&gt;
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== &amp;quot;Current version&amp;quot; namespace? ==&lt;br /&gt;
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I don't know if this is really what most people were thinking of doing.  I think most people were supporting using &amp;quot;Main&amp;quot; as the namespace for the up to date articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:37, 8 March 2010 (UTC)&lt;br /&gt;
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:Could things be moved en masse from &amp;quot;current version&amp;quot; to &amp;quot;main&amp;quot;?  I was thinking the process (for each page) would be:&lt;br /&gt;
:*Move article to 40d namespace (now there is a redirect, which is helpful for readers)&lt;br /&gt;
:*Edit article to have a &amp;quot;version&amp;quot;-type template, which will auto-link to the 40d article, and do categories and everything as desired.&lt;br /&gt;
:In this way users can always find the article they want at every point in the process.  doing moves to current version namespace, then back to main would break that w/double redirects, or broken redirects.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:48, 8 March 2010 (UTC)&lt;br /&gt;
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Err..  that was complete overkill. Easily 2/3 of the wiki is going to be unaffected by the release. This means manually shifting the correct things from old to current is at least twice as much work as shifting the correct things from current to old. Also, [http://df.magmawiki.com/index.php?title=Special:DoubleRedirects&amp;amp;limit=5000&amp;amp;offset=0 this] [[User:VengefulDonut|VengefulDonut]] 02:09, 8 March 2010 (UTC)&lt;br /&gt;
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The unaffected pages shouldn't have to be rewritten. Is it possible for you to just copy things? [[User:VengefulDonut|VengefulDonut]] 02:14, 8 March 2010 (UTC)&lt;br /&gt;
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What about copying over the entire wiki and putting it on another subdomain? We can stick interwiki links in as necessary. [[User:VengefulDonut|VengefulDonut]] 02:20, 8 March 2010 (UTC)&lt;br /&gt;
:Yeah, that's a ''good'' idea! (Because what we got now, just ain't right.)--[[User:Albedo|Albedo]] 07:26, 8 March 2010 (UTC)&lt;br /&gt;
::It seemed to work fine back when we had the 2D version wiki (which currently exists only on archive.org, and in a somewhat incomplete form), so I don't see why it wouldn't have worked here as well. It'd also have the advantage that existing links between pages would continue to work - as it is, any page in the 40d namespace will be full of links to other pages in the '''main''' namespace, which will be completely wrong once DF 2010 actually arrives and the main namespace pages stop being redirects to 40d. --[[User:Quietust|Quietust]] 14:03, 8 March 2010 (UTC)&lt;br /&gt;
:::Archiving the wiki in that form greatly increases the server resources required to host the wiki. --[[User:Briess|Briess]] 15:05, 8 March 2010 (UTC)&lt;br /&gt;
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This isn't really relevant to things, but I think seeing this will help deepen your often displayed love for mediawiki: [[:Category:Creatures]]. :D [[User:VengefulDonut|VengefulDonut]] 22:54, 8 March 2010 (UTC)&lt;br /&gt;
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Is there any chance we can get an explanation of what is happening with regards to the namespace changes?  Currently the Broken Redirects page is full of every page, but they're not actually broken.  I'm sure you're vividly aware of all this already, I'm just trying to figure out what I can be doing to help, but don't want to step on any toes. {{User:Syzgyn/Sig}} 17:05, 10 March 2010 (UTC)&lt;br /&gt;
:While some of those are indeed glitches, a fair amount are actually broken talk page redirects which will be fixed once I set my bot loose on them. --[[User:Quietust|Quietust]] 18:57, 10 March 2010 (UTC)&lt;br /&gt;
::The count has now gone from 1841 down to 1028. However, the Recent Changes list seems to have become quite confused as a result of all of these redirect changes, listing wildly inaccurate &amp;quot;bytes added/removed&amp;quot; counts for various pages as if it's comparing to very old versions - it would seem that whatever method was used to originally move the pages into the 40d namespace has caused some residual database corruption. --[[User:Quietust|Quietust]] 19:20, 10 March 2010 (UTC)&lt;br /&gt;
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== Fixing &amp;quot;Broken&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
So far, you've deleted a whole bunch of Broken pages which simply contained redirects to the 40d Talk namespace, but there's still a whole bunch of other Broken talk pages which contain actual data. If you're at all interested, I've got a wiki bot that could be used to rename all of those remaining pages (and optionally delete the redirects left behind). The bot itself is just a set of functions for interacting with MediaWiki (login, logout, load page, save page, move page, delete page) which get called by other scripts in whatever means is appropriate. I've used the bot on several other wikis and it works reasonably well - the is code hosted [http://kol.coldfront.net/thekolwiki/index.php/User:QuietBot here], on the wiki for which it was originally designed (what with being an admin who needed to do lots of bulk edits, moves, and deletes). With your approval, I'd be willing to run the bot myself on a separate wiki account; if not, you're free to do whatever you want with the code. --[[User:Quietust|Quietust]] 17:49, 8 March 2010 (UTC)&lt;br /&gt;
:Looks like I've run into a minor snag - this wiki seems to be configured to redirect on login (via [http://www.mediawiki.org/wiki/Manual:$wgRedirectOnLogin this setting]) rather than display the &amp;quot;Login successful&amp;quot; screen my bot expects, causing it to error out. Is there a way to disable that behavior for specific users (not sure if adding the user to the &amp;quot;Bots&amp;quot; usergroup will have that effect or not)? --[[User:Quietust|Quietust]] 19:16, 8 March 2010 (UTC)&lt;br /&gt;
&amp;lt;s&amp;gt;If either of you are going to run something that will generate more than 400 or so log entries, can I suggest that you ''first'' temporarily disable all users editing rights? We're losing any record of what's being done while this is going on as these waves of &amp;quot;fixes&amp;quot; push that down off the Recent Changes page.&amp;lt;/s&amp;gt; --[[User:Albedo|Albedo]] 20:36, 8 March 2010 (UTC)&lt;br /&gt;
:'''SCIENCE!''' (thx!)--[[User:Albedo|Albedo]] 21:42, 8 March 2010 (UTC)&lt;br /&gt;
It's chugging along quite nicely so far - I had to make a few fixes to the scripts so it'd work with this version of Mediawiki (some tags have extra attributes, some tags have attributes in different positions, and the Move result now appears in a different tag altogether), but it looks to be working now. --[[User:Quietust|Quietust]] 21:47, 8 March 2010 (UTC)&lt;br /&gt;
:All done - once [[Talk:Broken/40d\x3aMachine component]] is renamed (existing [[40d Talk:Machine component]] is in the way), all of the remaining &amp;quot;Talk:Broken/*&amp;quot; pages should consist entirely of redirects which can be safely deleted. --[[User:Quietust|Quietust]] 22:08, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Special:UncategorizedPages]] ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway you can include currentversion and 40d in this list? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 9 March 2010 (UTC)&lt;br /&gt;
:Any idea on this? Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:19, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki Glitch? ==&lt;br /&gt;
&lt;br /&gt;
Taking a brief look at [[Special:Statistics]], it claims that there are 1,210 edits in the Job queue, and that number doesn't seem to be decreasing, which seems a bit unusual - normally, anything in the job queue will be processed whenever somebody loads a page, causing the number to decrease to 0 fairly quickly. Either some jobs have gotten stuck in the queue (possibly as a result of the 40d namespace move), or the wiki's been configured to empty the job queue at an extremely low rate (which is how the KoL wiki behaves, but even there it only takes a few hours to process a thousand edits, while I'm pretty sure this one has been at 1,210 since at least yesterday). --[[User:Quietust|Quietust]] 19:27, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Captcha ==&lt;br /&gt;
&lt;br /&gt;
I suppose it was sort of silly of me to assume that confirmation worked the exact same way here as it does on Wikipedia. Admins there are able to give the auto-confirmation user right. Thanks for letting me know though. :) [[User:Emi|Emi]] 08:33, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mod warning template necessary on pages in the Modification namespace? ==&lt;br /&gt;
&lt;br /&gt;
[http://df.magmawiki.com/index.php?title=Modification:Ark_Project&amp;amp;curid=7866&amp;amp;diff=72952&amp;amp;oldid=62846 This revision] added the [http://df.magmawiki.com/index.php/Template:Mod mod template] to the Ark Project page.  Unless this is absolutely necessary, I'd like to remove it, since the namespace already makes it obvious that it's a mod.  Guidance please? --[[User:Footkerchief|Footkerchief]] 02:12, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On the topic of namespaces... ==&lt;br /&gt;
&lt;br /&gt;
Do you have a database dump of the &amp;quot;archive&amp;quot; (v0.23.130.23a) wiki? It'd be nice to be able to import all of its pages into a &amp;quot;23a&amp;quot; namespace so that it isn't necessary to go digging through archive.org (which is also outright missing a bunch of pages). --[[User:Quietust|Quietust]] 23:29, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
Is there someway we could get in a faster form of contact (maybe irc?) so we could test out the dynamic redirect system? I'm thinking I may want to spend a little more time in article.php though and maybe add some sort of magic word like variable that gets parsed before redirects. [[User:Emi|Emi]] 15:19, 16 March 2010 (UTC)&lt;br /&gt;
:Ah, what server though, I lurk on freenode since that's what Wikipedia uses. Also this wiki is in need of either some talkback templates or maybe liquidthreads, though that's still a little not quite ready as I recall. [[User:Emi|Emi]] 00:59, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about wiki dump ==&lt;br /&gt;
&lt;br /&gt;
Question for you here [http://www.bay12games.com/forum/index.php?topic=51064.0]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:12, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potential mod: Links within namespaces ==&lt;br /&gt;
&lt;br /&gt;
With a bit of hacking, I may have come up with a way of vastly simplifying the process of isolating content between different versions of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
[code hidden - Edit to view]&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
 includes/parser/parser.php&lt;br /&gt;
 -			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link) );&lt;br /&gt;
 +			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link), getNamespaceLinkDest($this-&amp;gt;mTitle-&amp;gt;getNamespace()) );&lt;br /&gt;
&lt;br /&gt;
 includes/Title.php&lt;br /&gt;
 			$m = array();&lt;br /&gt;
 			if ( preg_match( $prefixRegexp, $dbkey, $m ) ) {&lt;br /&gt;
 				$p = $m[1];&lt;br /&gt;
 -				if ( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) {&lt;br /&gt;
 +				if (( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) !== false) {&lt;br /&gt;
 					# Ordinary namespace&lt;br /&gt;
 					$dbkey = $m[2];&lt;br /&gt;
 					$this-&amp;gt;mNamespace = $ns;&lt;br /&gt;
 -----&lt;br /&gt;
 						# Do another namespace split...&lt;br /&gt;
 						continue;&lt;br /&gt;
 					}&lt;br /&gt;
 &lt;br /&gt;
 +					# Reset default namespace when dealing with interwiki links&lt;br /&gt;
 +					if ($firstPass)&lt;br /&gt;
 +						$this-&amp;gt;mDefaultNamespace = $this-&amp;gt;mNamespace = NS_MAIN;&lt;br /&gt;
 &lt;br /&gt;
 					# If there's an initial colon after the interwiki, that also&lt;br /&gt;
 					# resets the default namespace&lt;br /&gt;
 					if ( $dbkey !== '' &amp;amp;&amp;amp; $dbkey[0] == ':' ) {&lt;br /&gt;
&lt;br /&gt;
 LocalSettings.php (at the end)&lt;br /&gt;
 &lt;br /&gt;
 // Fill this array with source namespace =&amp;gt; default destination namespace mappings&lt;br /&gt;
 // For example, if 100/101 are 40d/40d Talk and 102/103 are 23a/23a Talk, the following would be used:&lt;br /&gt;
 // $wgNamespaceLinkDest = array(100 =&amp;gt; 100, 101 =&amp;gt; 100, 102 =&amp;gt; 102, 103 =&amp;gt; 102);&lt;br /&gt;
 $wgNamespaceLinkDest = array();&lt;br /&gt;
 &lt;br /&gt;
 // this probably ought to go in some other file, but I can't think of a good place to put it right now&lt;br /&gt;
 function getNamespaceLinkDest ($ns)&lt;br /&gt;
 {&lt;br /&gt;
 	global $wgNamespaceLinkDest;&lt;br /&gt;
 	if (isset($wgNamespaceLinkDest[$ns]))&lt;br /&gt;
 		return $wgNamespaceLinkDest[$ns];&lt;br /&gt;
 	else	return NS_MAIN;&lt;br /&gt;
 }&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
What this modification attempts to do is make it so that links from pages in specific namespaces will automatically point to specific other namespaces if no namespace is explicitly specified in the link; for example, putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; in 23a/23a_Talk would treat it as [[23a:Block|Block]], while putting it in 40d/40d_Talk would make it act like [[40d:Block|Block]]; putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; anywhere else would just treat it as [[Block]], and specifying &amp;lt;nowiki&amp;gt;[[40d:Block]]&amp;lt;/nowiki&amp;gt; would '''always''' link to the 40d namespace. Explicitly linking to the global namespace would have to be done as &amp;lt;nowiki&amp;gt;[[ :Block|]]&amp;lt;/nowiki&amp;gt; ('''with''' the space, otherwise it just strips it out), showing up as [[ :Block|Block]] - ideally, I'd prefer to just have it use &amp;lt;nowiki&amp;gt;[[:Block]]&amp;lt;/nowiki&amp;gt;, but getting that to work would require some additional voodoo (since the code in parser.php strips out the colon early, and trying to get rid of that logic would probably break other things).&lt;br /&gt;
&lt;br /&gt;
I should warn that I've only done limited testing with this - templates and category links still look okay, interwiki links appear to work (at least after modifying Title.php), and a cursory check suggests that images are also working, but it's possible it'll break ParserFunctions. This is the first time I've even delved into the MediaWiki source code, so it's possible I've missed something important; if somebody more familiar with the inner workings of MediaWiki could chime in and examine my code changes, I'd probably be comfortable with them being used here. --[[User:Quietust|Quietust]] 20:06, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;I think the implementation of this would be fantastic btw [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:25, 25 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:While I think some sort of solution is needed, I think there are potentially better ways, like perhaps adding a template that would be used like &amp;lt;nowiki&amp;gt;{{l|Block}}&amp;lt;/nowiki&amp;gt;. Ideally we should avoid modding the actual files where possible. Also, that set up would be just completely confusing to anyone new to editing this wiki if they had previous wiki experience. [[User:Emi|Emi]] 02:43, 25 March 2010 (UTC)&lt;br /&gt;
::In fact, I actually just created a template that does this, &amp;lt;nowiki&amp;gt;{{l|Emi|somepage}}&amp;lt;/nowiki&amp;gt; will result in {{l|Emi|somepage}} as we are currently in the User_talk namespace. The same code in the main space would make a link that looks like [[Emi]]. Also the template can be used like &amp;lt;nowiki&amp;gt;{{l|Emi}}&amp;lt;/nowiki&amp;gt; which will make {{l|Emi}}. It may not be the most elegant solution, but I think it's a much more straight forward one. [[User:Emi|Emi]] 02:58, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The problem is that existing inter-article links in the &amp;quot;other&amp;quot; namespaces don't point to their intended targets. [[User:VengefulDonut|VengefulDonut]] 03:38, 25 March 2010 (UTC)&lt;br /&gt;
::::I think the actual problem was a way to prevent people from having to write out large links. Quietust's bot can easily change the existing links. [[User:Emi|Emi]] 03:43, 25 March 2010 (UTC)&lt;br /&gt;
::::In other words, the template solution would still require editing '''every article''' in order to fix the links, something that would have to be done anyways. '''If''' my patch turns out to work, the only things that'll be necessary will be a cache purge and link table regen, at which point every single article will be fixed. Of course, that's still a pretty big &amp;quot;if&amp;quot;... --[[User:Quietust|Quietust]] 03:44, 25 March 2010 (UTC)&lt;br /&gt;
:::::Yes, it does require editing every article, but it's an easy thing for bots to do. The concern I have with your patch, is that it really affects the parser functions. You haven't tested it yet? If that's the case, I can toss it onto my test wiki to see what happens. [[User:Emi|Emi]] 03:56, 25 March 2010 (UTC)&lt;br /&gt;
::::::I didn't say it '''did''' affect ParserFunctions, just that I was concerned that it '''might'''. After a few tests, it is apparent that my worries were unfounded - it works just fine with them. --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:::::There aren't really THAT many pages.  About 3k in main, ~1k in 40d.  That's not really a big deal AFAIK. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 25 March 2010 (UTC)&lt;br /&gt;
:::If the bot can fix all of the existing links, then why do we need either of these solutions? Do you want to keep moving things around like this in the future? (I hope not) [[User:VengefulDonut|VengefulDonut]] 14:02, 25 March 2010 (UTC)&lt;br /&gt;
::::That's assuming I '''can''' write a bot to fix all of the appropriate links correctly (and leave all of the other links unmodified)... --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:Just added another minor patch (which I've also submitted to [https://bugzilla.wikimedia.org/show_bug.cgi?id=22940 WikiMedia bugzilla]) to Title.php to permit $wgNamespaceAliases to alias to the Main namespace (e.g. so &amp;quot;$wgNamespaceAliases['Main'] = NS_MAIN;&amp;quot; could be configured, permitting &amp;lt;nowiki&amp;gt;[[Main:ArticleName|]]&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[ :ArticleName|]]&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 14:37, 25 March 2010 (UTC)&lt;br /&gt;
::I just wrote a simple little python bot that can change the links, and discovered what our actual problem is going to be: scenarios like the link to &amp;quot;cheese&amp;quot; from [[40d:milk]]. If that link is changed to &amp;lt;nowiki&amp;gt;{{l|cheese}}&amp;lt;/nowiki&amp;gt; (which basically has the same end-linking effect as your mod) then we run into a problem with redirects. For instance the mainspace article named Cheese redirects to cv:Cheese maker. For everything to work properly, we have to have a 40d:cheese page that redirects to 40d:Cheese maker. Obviously that creates double redirect problems, so the link on 40d:milk has to be changed to &amp;lt;nowiki&amp;gt;{{l|cheese|cheese maker}}&amp;lt;/nowiki&amp;gt;. This poses a later problem; what if cheese gets its own article? This leaves us with two options: 1) Having crazy bots designed to take care of all of this for us. Or 2) Modding away the restriction on double redirects. Neither is a very good option. [[User:Emi|Emi]] 21:32, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess this discussion is over, then, given that we're apparently going with the {{tl|l}} template instead. --[[User:Quietust|Quietust]] 18:06, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Fix/Improve this page&amp;quot; template? ==&lt;br /&gt;
&lt;br /&gt;
I know it's out there somewhere, but I'll be damned if I can find/remember it.  Needed for [[ 40d:Making a labyrinth]]. Thanks, --[[User:Albedo|Albedo]] 20:57, 29 March 2010 (UTC)&lt;br /&gt;
:It's possible I'm projecting its existence into here from the RL wiki - meh. Thanks for looking.--[[User:Albedo|Albedo]] 20:07, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't upload? ==&lt;br /&gt;
&lt;br /&gt;
For some reason I can upload images.  It says that the file is empty, but it most definitely isn't &lt;br /&gt;
&amp;lt;pre&amp;gt;The file you uploaded seems to be empty. This might be due to a typo in the file name. &lt;br /&gt;
Please check whether you really want to upload this file. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:13, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And so it begins... ==&lt;br /&gt;
&lt;br /&gt;
..........................................................................................................................holy shit.--[[User:Albedo|Albedo]] 00:51, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
We need to change &amp;quot;DF2010&amp;quot; to whatever '''we''' decide is the new version number asap. Every view of that reinforces something that we don't want to see perpetuated. If the new version is 0.31.01, then I'd suggest we lose the last, and go with ver = '''0.31''' - sound right??? (duplicate question in [[version]]).--[[User:Albedo|Albedo]] 18:17, 2 April 2010 (UTC)&lt;br /&gt;
 I'm still waiting on ToadyOne for an &amp;quot;official&amp;quot; / blessed nickname&lt;br /&gt;
Yeah, just sent Three-toe a sim request. Might be 0.31.01 or just 31.01, or it might be 0.31 - wait'n see time. :P  --[[User:Albedo|Albedo]] 18:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Almost a week later, and still silence on the &amp;quot;official version number&amp;quot; front. I think it's time we Be Bold, and go with &amp;quot;31.01&amp;quot;, trusting that bug fixes will follow the same pattern and just add a letter to the end of that. More and more editors are using '''&amp;lt;nowiki&amp;gt;[[DF2010:_____]]&amp;lt;/nowiki&amp;gt;''' for links, and that's just digging a deeper hole.  If we can at least get them to use the '''&amp;lt;nowiki&amp;gt;{{L|_____}}&amp;lt;/nowiki&amp;gt;''' format, then even if 31.01 is wrong, it'll all still fall into place. Eh?--[[User:Albedo|Albedo]] 19:33, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Laughter is all we have left. I started going all Jack Baugher on that one, but then thought twice and stifled myself. (Speaking of which, I may do just that at some point - if you see me go over the line, '''please''' just delete/undo/whatever. I kneejerk sometimes at real morons, even if not approp.)  btw - I know SiteNotice is a bit long atm - beat those few Notices to New Editors into their sensibilities for the first few days, during the flood of over-enthusiasm and (understandable) ignorance, then reduce it back to something normal.--[[User:Albedo|Albedo]] 20:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Site announcement====&lt;br /&gt;
Most definitely ''not'' better, imo. See reasoning here: [[User_talk:Albedo#EmiBot_Notice]].--[[User:Albedo|Albedo]] 21:13, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Tokens ==&lt;br /&gt;
&lt;br /&gt;
Actually, those tokens all exist. They're in the executable, so it may be worthy to add a section detailing tokens still in the exe but may or may not be obselete. [[User:Dree12|Dree12]] 19:44, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Admin ==&lt;br /&gt;
&lt;br /&gt;
Neat, Thanks :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:29, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Default search categories wrong ==&lt;br /&gt;
&lt;br /&gt;
You seem to be a server administrator. The default search category selections doesn't include the new DF2010 namespace. There's a configuration variable you have to tweak in LocalSettings.php... I think.&lt;br /&gt;
&lt;br /&gt;
==Spoiler image==&lt;br /&gt;
&lt;br /&gt;
I was hoping to replace the current image on the main [[Template:Spoiler|spoiler template]] with one that would suit all versions - took a screenie of the intro video plus an ampersand and threw in some text from the new HFS big announcement. Figured in this case it'd be better to ask permission than be bold as it's a oft-used template. Largely an arbitrary move but I thought it would be nice. It has the exact same dimensions btw. --[[User:Retro|Retro]] 06:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[File:Spoiler2010.png]]&lt;br /&gt;
&lt;br /&gt;
==Special pages: Broken Links==&lt;br /&gt;
Good catch on [[Development arc]], missed that it was improperly capitalized, and only noticed the strange versioned redirect.&lt;br /&gt;
&lt;br /&gt;
I've basically cleared the Broken Links page out, except for two I don't know what to do with.  I can't figure out what 40d:Menu used to redirect to, and the 23a space is totally foreign to me.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 16:44, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Category Issues==&lt;br /&gt;
I posted on this on Albedo's talk page when I thought he was the editor most-likely to be online.  See [[User Talk:Albedo#Version Issue: Lists, Templates, etc...]].  Basically, we really shouldn't have different namespaces sharing the same categories, and should probably figure out a good way to handle this now rather than later.  (If there's a better place to have this discussion than admin talk pages, feel free to start one in an appropriate place or point me in the right direction!) --[[User:Squirrelloid|Squirrelloid]] 18:27, 4 April 2010 (UTC)&lt;br /&gt;
:Hi Briess, can you (and the other admins/editors) take a look at the category pages and let me know what you think of the current layout? I wasn't really sure where else to post this kind of request... They aren't completely finished at this point, I've been doing a little bit at a time when I have the free time to sit down and focus, but they're slowly getting there. Within the next few days I hope to have all of the little manual category editing done so that I can run my bot across the [[:Category:Current|Current]] and [[:Category:Obsolete|Obsolete]] categories to (hopefully) catch any stragglers. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 17:14, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Buzzard Bait==&lt;br /&gt;
I've taken a moment to calm down a bit. I'm still quite angry at you over this one. &lt;br /&gt;
&lt;br /&gt;
First, I made a goof, I uploaded a file that had my own desktop on it which just isn't necessary. In attempting to fix this I used the replace tool on the uploader. Instead of replacing as intended it instead created two new files, a copy of the original I wanted to replace, and the new file, and set the wrong file as the default AGAIN! So now there are three files, two with my desktop, one without. I look at the file list and try to revert to the correct file. instead of reverting, it again sets the wrong file as default, and creates a third copy of the file I don't want. GRR!!!!&lt;br /&gt;
&lt;br /&gt;
In flustration I leave a note for someone to please help, and soon notice someone drop a note in my talk page suggesting that the gadget is currently broken since he had a similar experience recently and suggests I just upload a clean copy to a different filename. &lt;br /&gt;
&lt;br /&gt;
I do so, which finally works. I felt bad about the mess I've created but it's not really my fault if your replace and revert tools are both BROKEN! I finish editing my personal page verifying that the new link works as I intended. It seems to be working.&lt;br /&gt;
&lt;br /&gt;
I take one last look before leaving and find that it is broken again. Investigating this, I find that you have come along and done a redirect that has instantly broken everything I just tried to fix, the corrected file is now GONE, the broken file is now back, the captions are borked up, and now I'm rather pissed off. I don't want to upload it again, so I'm going to go somewhere quiet and scream for a while. [[User:Doctorzuber|Doctorzuber]] 00:56, 5 April 2010 (UTC)&lt;br /&gt;
:Just as a side note thing or whatever, that was me who mentioned it was broken - not that I know the inner workings of the system, but when I tried to replace an image earlier repeatedly it refused to show anything but the original image despite cacheing the replacements and I had to just upload a new one from scratch. Hence my response to Doctorzuber. --[[User:Retro|Retro]] 01:08, 5 April 2010 (UTC)&lt;br /&gt;
::DrZ - you are hereby banned for 1 dwarf season for tantruming &amp;lt;''turns up fps''&amp;gt; - zzzzip! Okay, that's done - don't let it happen again. ; )  The cache seems to be lagging more than usual atm - try forcing a refresh (ctl+F5), that may be part of it - or not. If you have a file name/link I can take a look.--[[User:Albedo|Albedo]] 01:26, 5 April 2010 (UTC)&lt;br /&gt;
::: yea, well after spending what appears to be the better part of an hour arguing with the wiki page, finally getting it to work only to have briess come along and bork it all up again five seconds after I fixed it... Grr.... Sorry, I think I'm entitled to a little screaming at this point. &lt;br /&gt;
&lt;br /&gt;
:::As for the filenames those are Buzzard_Bait.png and Buzzard_Bait_2.png. 1 is a mess, and thanks to the redirect I can't even see it now. At one point there were 4 copies of 1, 3 wrong, one correct, but redirect wouldn't let me go to the correct one. When I created 2 it worked, for a few seconds, but now 2 redirects to one of the incorrect versions of 1 and I'm more or less stuck for now. [[User:Doctorzuber|Doctorzuber]] 01:34, 5 April 2010 (UTC)&lt;br /&gt;
::::Drzuber: http://df.magmawiki.com/index.php/File:Buzzard_Bait.png &amp;lt;-- what you're looking for? Or just add '_2' to the URL to get the other. As for redirects, if you want to go to the redirecting page scroll back up after getting redirected and click the 'redirected from &amp;lt;link&amp;gt;' smalltext under the page name to get sent there. Dunno if that helps at all but it's a nifty future reference tip. --[[User:Retro|Retro]] 01:47, 5 April 2010 (UTC)&lt;br /&gt;
::::: Nice try, but no. That's the file with my desktop still stuck on it, as for going back to 2 and avoiding the redirect it's been blanked so the file isn't there, even checked the history on it and there's nothing I can revert to.  [[User:Doctorzuber|Doctorzuber]] 01:56, 5 April 2010 (UTC)&lt;br /&gt;
:::::: I see you dropped by my page and my little issue is resolved finally, I have a few small questions for you that I left back at my page when you get around to looking at it, no hurry. Thanks much for your time. and feel free to delete this topic after you've seen it. [[User:Doctorzuber|Doctorzuber]] 03:28, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demonic fortress==&lt;br /&gt;
&lt;br /&gt;
Sorry about that, I didn't realize we were editing the same articles at the same time. Yeah, I didn't know the 'don't capitalize anything but the first letter' rule until a few days after I made that and was having redirect issues just before you did that. Good to see it's been properly moved. --[[User:Retro|Retro]] 00:35, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just thought of something ==&lt;br /&gt;
&lt;br /&gt;
Do we use some sort of caching system server side? Something like Squid perhaps? &lt;br /&gt;
&lt;br /&gt;
If so, I'm afraid our whole version migration process might have created a lot of load there. That is, memory usage-wise. [[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;]] 03:58, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==40d:Armok==&lt;br /&gt;
&lt;br /&gt;
Can this page be removed from the 40d namespace? (or better, is it possible for regular editors to do this? would make it easier than running to you every time something like this comes up) --[[User:Retro|Retro]] 14:08, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== custom javascript ==&lt;br /&gt;
&lt;br /&gt;
Hey, is custom javascript enabled here? [http://meta.wikimedia.org/wiki/Help:User_style#JavaScript].  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:36, 9 April 2010 (UTC)&lt;br /&gt;
:nvm, got answer. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments ==&lt;br /&gt;
&lt;br /&gt;
Hi, would you care to comment on [[DF2010_Talk:Known_bugs_and_issues#Req_for_Comments_-_.27Buggy.27_template|this section]] before I go any further with it? Thanks. [[User:Garanis|Garanis]] 12:28, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pssst Briess ==&lt;br /&gt;
&lt;br /&gt;
Here's that thing we were talking about [http://pypi.python.org/pypi/RestrictedPython/ right here]. [[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;]] 06:18, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: IRC ==&lt;br /&gt;
&lt;br /&gt;
That firewall must be really dumb then. [[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, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Search namespaces ==&lt;br /&gt;
&lt;br /&gt;
Currently, it looks like Search is only set to look at Main, Utility, Modification, 40d, and &amp;quot;Unused&amp;quot;; the namespaces for Bloodline, 23a, and DF2010 should also be added. --[[User:Quietust|Quietust]] 16:27, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for deletion ==&lt;br /&gt;
&lt;br /&gt;
Is there a way we can mark a page as deletion requested, or otherwise bring it to moderator attention? --[[User:StrongAxe|StrongAxe]] 20:20, 15 April 2010 (UTC)&lt;br /&gt;
:Also in deletion, sorry about all the pages i made.  Didn't really understand capitizaiton + redirects. [[User:GiantTiger11|GiantTiger11]] 04:42, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== poop-colored links ==&lt;br /&gt;
&lt;br /&gt;
Ewww. [[User:VengefulDonut|VengefulDonut]] 22:30, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, is newnet down? [[User:VengefulDonut|VengefulDonut]] 22:32, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Offsite Images?==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to display images from offsite (ie imageshack links) without uploading them to the wiki. I'm looking to move a 92-image post from the Bay12 forums to one of my userpages (rather large images at that) and if I can't use offsite linking I can't do it. According to what I could find on Wikipedia about wikitext this isn't possible, but I'm not one hundred percent sure, just doublechecking. Or if there was a way to get around this, that'd be jolly good too. --[[User:Retro|Retro]] 21:56, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=97532</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=97532"/>
		<updated>2010-04-22T20:07:50Z</updated>

		<summary type="html">&lt;p&gt;Retro: alerts are customized with scheduling, not reactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
='''READ THE MANUAL''' or your changes will not show up.=&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{rand|107}}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;There is nothing to catch in the magma pipe.&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;Bug #597: Flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--63--&amp;gt;Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;The carp has drowned.&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
|&amp;lt;!--81--&amp;gt;It has stats. It can be killed.&lt;br /&gt;
|&amp;lt;!--82--&amp;gt;Bug #432: Bones pop out of coffins.&lt;br /&gt;
|&amp;lt;!--83--&amp;gt;Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
|&amp;lt;!--84--&amp;gt;If I &amp;lt;em&amp;gt;remembered&amp;lt;/em&amp;gt; what the fucking lever did, I'd &amp;lt;em&amp;gt;pull&amp;lt;/em&amp;gt; it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--85--&amp;gt;Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
|&amp;lt;!--86--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
|&amp;lt;!--87--&amp;gt;Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
|&amp;lt;!--88--&amp;gt;Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
|&amp;lt;!--89--&amp;gt;Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
|&amp;lt;!--90--&amp;gt;Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
|&amp;lt;!--91--&amp;gt;You haven't embarked on a quest - you've joined a religion. --Quietust &lt;br /&gt;
|&amp;lt;!--92--&amp;gt;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined [[scheduling]].&lt;br /&gt;
|&amp;lt;!--93--&amp;gt;There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--94--&amp;gt;Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
|&amp;lt;!--95--&amp;gt;&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microline and demons.&amp;quot;&lt;br /&gt;
|&amp;lt;!--96--&amp;gt;'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
|&amp;lt;!--97--&amp;gt;It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
|&amp;lt;!--98--&amp;gt;It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
|&amp;lt;!--99--&amp;gt;Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
|&amp;lt;!--100--&amp;gt;You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
|&amp;lt;!--101--&amp;gt;Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
|&amp;lt;!--102--&amp;gt;Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
|&amp;lt;!--103--&amp;gt;Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
|&amp;lt;!--104--&amp;gt;I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
|&amp;lt;!--105--&amp;gt;&amp;quot;bibo ergo sum, I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
|&amp;lt;!--106--&amp;gt;This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
|&amp;lt;!--107--&amp;gt;Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is assotiated with fortresses.&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=95929</id>
		<title>v0.31:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attack&amp;diff=95929"/>
		<updated>2010-04-20T01:36:30Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(See the {{L|Military}} article for a full discussion of how to manipulate squads and options with your military, like arming or armouring them, among many other important concepts.  This article is for unarmed, immediate response only, the most basic concept.)''&lt;br /&gt;
&lt;br /&gt;
The military menus (plural) can be confusing at first. You should learn how they work.  But if you haven't done that, and all you want/need to do is deal with a minor target ''right now'', without any complex preparation, no armour or weapons, perhaps a {{L|thief}}, perhaps a {{L|creature}}, this is the easiest way to do it (short of relying on {{L|Kennel#Trainable_Animals|attack animals}} or {{L|trap design|complex traps}})...&lt;br /&gt;
&lt;br /&gt;
:*1) Pause the game (by hitting {{k|spacebar}}). &lt;br /&gt;
&lt;br /&gt;
:*2) In the {{k|n}}obles menu, assign a &amp;quot;militia commander&amp;quot; - probably best to choose one you ''don't'' want to fight - maybe your Doctor ''(for reasons we won't go into right now)''.  When you do that, you'll notice a new position appears at the bottom, &amp;quot;militia captain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:*3) Assign the dwarf, or one of the dwarves, you want to fight to &amp;quot;militia captain&amp;quot;. Another slot for &amp;quot;militia captain&amp;quot; will appear below that - ignore it, and {{k|Esc}} out of that menu.&lt;br /&gt;
&lt;br /&gt;
:*4) Open the {{k|m}}ilitary menu. Use the up/down arrows to highlight the &amp;quot;militia captain&amp;quot; and hit {{k|c}}reate squad.&lt;br /&gt;
&lt;br /&gt;
::When prompted, use the up/down arrows to highlight &amp;quot;'''no uniforms'''&amp;quot;, and hit {{k|Enter}}.  You should see the name of the squad and the captain you just assigned. &lt;br /&gt;
&lt;br /&gt;
:*5) Use the left/right/up/down arrows to highlight an &amp;quot;AVAILABLE&amp;quot; slot, and then choose the next dwarf you want in that squad. You can {{k|Esc}}ape to check the map and ID your dwarves and then come back to this {{k|m}}ilitary screen to finish filling in the squad.&lt;br /&gt;
&lt;br /&gt;
:*6) Once you have all the dwarves you want, hit {{k|u}} for &amp;quot;supplies&amp;quot;.  Use the {{k|-}}/{{k|+}} keys to select &amp;quot;'''Do not carry water'''&amp;quot;, and the {{k|/}}/{{k|*}} keys to select &amp;quot;'''Do not carry food'''&amp;quot;. (You do want fast response, and not a long-term patrol, right?)  Hit {{k|Esc}} to return the map, or {{k|p}}ositions to add some more dwarves.&lt;br /&gt;
&lt;br /&gt;
:*7) Now open the {{k|s}}quads sub-window.  &lt;br /&gt;
&lt;br /&gt;
:*8) Hit {{k|A}}ll (''capital'' &amp;quot;A&amp;quot;) to select all the members of that squad.&lt;br /&gt;
&lt;br /&gt;
:*9) Hit {{k|k}} to attack ({{k|k}}ill!) a target.  Now you have several ways to choose your target - or more than one target, depending on the method...&lt;br /&gt;
&lt;br /&gt;
::a) If you move the cursor over the target, you can hit {{k|Enter}}.&lt;br /&gt;
::b) Hit {{k|l}}ist for a list of possible targets. The actual creatures/targets will flash on the main map with their identifying letter to aid you in differentiating.&lt;br /&gt;
::c) If you have a number of targets, you can move the cursor and hit {{k|Enter}} to form the opposite corners of a (highly visible!) rectangle - all non-friendly creatures within that area will then be targeted.&lt;br /&gt;
&lt;br /&gt;
::The squad should now be listed as assigned to &amp;quot;Kill _____&amp;quot;, flashing in red at the top of the sub-window.  Once you see that, hit {{k|Esc}}...&lt;br /&gt;
&lt;br /&gt;
:*10) ...And un-pause the game.&lt;br /&gt;
&lt;br /&gt;
Note that unarmed, untrained dwarves are not very impressive in their death-dealing abilities, not even against minor opponents - and one with a knife can prove to be quite dangerous. Sending four or more against a goblin/kobold thief will eventually kill the little bugger, but not before some injuries to the home team. &lt;br /&gt;
&lt;br /&gt;
For a truly safe response system, you need regular military - and to expand on this by reading and understanding the {{L|military}} and related articles.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=95713</id>
		<title>v0.31:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=95713"/>
		<updated>2010-04-19T18:36:54Z</updated>

		<summary type="html">&lt;p&gt;Retro: touched up links in opening block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's {{l|trap}}s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.  See '''{{l|trapper}}''' for catching vermin-sized creatures in animal traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For suggestions on disposing of nobles and other unwanted residents, see {{l|unfortunate accident|unfortunate accident}}.&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see {{l|machinery|machinery}}.&lt;br /&gt;
 &lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile {{l|trap|trap}}s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking {{l|door|door}}s, {{l|hatch}}es, {{l|floodgate|floodgate}}s, {{l|bridge|bridge}}s and mechanic's traps to {{l|lever|lever}}s or {{l|pressure plate|pressure plate}}s, along with {{l|machinery|machinery}} to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a {{l|lever|signal}} to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the {{l|Trap#Stone-fall_Trap|stone-fall trap}}, {{l|Trap#Weapon_Trap|weapon trap}}, and {{l|Trap#Cage_Trap|cage trap}}.)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple {{l|trap|trap}}s that are placed by a mechanic. They require one {{l|mechanism|mechanism}} but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your {{l|mechanic|mechanic}}, and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using {{l|crossbow|crossbow}}s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with {{l|ammo|ammo}}.  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass {{l|cage|cage}} can hold indefinitely any creature, even trolls and megabeasts. A cage trap never fails, although some monsters have a (random?) chance to avoid them. Use cage traps as your outermost traps to catch the occasional wandering animal, or angry wounded {{l|elephant|elephant}} or {{l|unicorn|unicorn}}, or even {{l|zombie|zombie}}s. Caged animals and enemies will be safely brought to any animal stockpiles you have, but may escape later if you are not careful. For more information, see {{l|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a {{l|pressure plate|pressure plate}} or {{l|lever|lever}}. They will require at least three {{l|mechanisms|mechanisms}}, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see {{l|Repeater}}.&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing {{l|trap component|spike}}s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a {{l|restraint|chain}} in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of cats, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Scattered traps===&lt;br /&gt;
Another option for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, whether deaths or cagings. This only works well if dwarves working outside are actually near the traps. A fisherdwarf on the opposite side of the map from a massive cluster of stonefall traps may as well have a large &amp;quot;KILL ME&amp;quot; sign on their back. If you like brute force methods, a wall of traps is a passive means to injure, kill or capture enemies who will happily walk right into them.  (This can work so well that some players decline to use it, and prefer a more complex challenge.)&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 1===&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 2 ===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║xx    ??&lt;br /&gt;
   ║   ║x    ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path &lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = ''most likely'' path&lt;br /&gt;
   ║  .║☺  ║         ☺ = invader&lt;br /&gt;
   ║x  .  x║&lt;br /&gt;
   ║xx   xx║         x = ''unlikely'' detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crushing weight traps==&lt;br /&gt;
&lt;br /&gt;
===Dropping the Hammer===&lt;br /&gt;
Lowering {{l|drawbridge|drawbridge}}s on invaders will {{l|dwarven atom smasher|crush}} them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including {{l|wagon}}s and {{l|elephant}}s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies with the {{l|Creature_Tokens|[BUILDINGDESTROYER]}} tag from wrecking it, you can dig a {{l|channel}} in front of it for protection while it's raised.  Link the drawbridge to a {{l|lever|trigger}}, and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash {{l|invader}}s, unwanted {{l|immigrants}}, bothersome {{l|nobles}}, or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
===Intentional cave-in===&lt;br /&gt;
{{l|Support|Support}}s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional {{l|cave-in|cave-in}}.&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor directly onto any creature will ''instantly'' kill it, regardless of its size.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as {{l|ambush|ambush}}ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your {{l|mechanic|mechanic}}s and {{l|mason|mason}}s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown or wash targets away.  Carelessness can cause an entire fortress to flood and be lost. Use with caution.&lt;br /&gt;
&lt;br /&gt;
===Drown and burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your {{l|framerate}} as they are {{l|goblins}}. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
===Drowning hall===&lt;br /&gt;
 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})&lt;br /&gt;
  -&amp;gt;++▼••••••••••••••••••▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;• &amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼••▼++++++▼••▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using {{l|pressure plate|pressure plate}}s, or if you want to have more fun, replace the water with {{l|magma|magma}} (which would require pressure plates and floodgates to be {{l|magma-safe|magma-safe}}).&lt;br /&gt;
&lt;br /&gt;
===Selective smiting tower===&lt;br /&gt;
&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective {{l|siege}} defense, as each tower component can be linked to a {{l|lever}} and used to wipe out a single invading squad at a time. Note: This may count as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
While a {{l|pressure plate}} in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. {{l|Floodgate}}s on the ground close, {{l|hatch}}es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water Reservior&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
==Magma traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on {{l|magma|magma}}, and use with ''extreme'' caution.&lt;br /&gt;
&lt;br /&gt;
===Sealed Fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
==Misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive systems that fill a variety of functions. &lt;br /&gt;
&lt;br /&gt;
===Casual impalement===&lt;br /&gt;
&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall {{l|party}} begins to be measured in goblin blood. &lt;br /&gt;
&lt;br /&gt;
===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a {{l|restraint|restrain}}ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to {{l|construction|build}} a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
===Land mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an {{l|ambush|ambush}}). &lt;br /&gt;
&lt;br /&gt;
===Pitfall trap===&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
&lt;br /&gt;
Water open to the sky in freezing biomes will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Suicide booth===&lt;br /&gt;
&lt;br /&gt;
Build a lever wherever you think is best, and nearly surround it with walls, leaving it open on one side.  Install a {{l|trap component|menacing spike}} in the one open spot, and link that to the lever.  Pull the lever once to lower the spike;  The trap is set. Berserk dwarves or curious animals like {{l|gremlin}}s will freely pull it and solve your problems for you. This trap has some utility, and can be used for easily disposing of unwanted dwarves like {{l|Nobles}} by simply having them trip the {{l|lever}}.  Should the spike fail to kill the creature, it will likely be severely wounded, and easy prey for your soldiers and/or war dogs.&lt;br /&gt;
&lt;br /&gt;
===Semi-automatic Orcsicle maker===&lt;br /&gt;
Similar to the afore mentioned Degrinchinator design but expanded with the possibility for freezing caravans and without the need to remove the ice manually as it all melts at the push of a lever and the water pumped away.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker&lt;br /&gt;
&lt;br /&gt;
Basically you heat a corridor from below with magma. You can then flood this corridor with water without the water freezing (because of the magma). Then if you remove the magma from the room bellow the water will freeze killing anything in it. Refilling the room bellow with magma melts the ice allowing pumps to drain the room.&lt;br /&gt;
&lt;br /&gt;
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=95712</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=95712"/>
		<updated>2010-04-19T18:35:09Z</updated>

		<summary type="html">&lt;p&gt;Retro: Undo revision 95700 by 83.4.70.80 (Talk)  - Don't do that.&lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=94469</id>
		<title>v0.31 Talk:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Scheduling&amp;diff=94469"/>
		<updated>2010-04-17T17:06:00Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Im so looking forward to.. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Note: Currently a possible bug makes your dwarves seem to only properly train if set to 'inactive'.'''==&lt;br /&gt;
While there are a number problems in the military screen, this is not one of them. I can verify that dwarves can train correctly in any alert state. If your dwarves are failing to train this is not the reason. &lt;br /&gt;
&lt;br /&gt;
At the same time I do know that dwarves failing to train is a common issue. Unfortunately I have not yet seen a clear reproducible report about any specific reason why this might be. Until we have more information on the subject simply accept for now that getting dwarves to train can be . . . difficult. &lt;br /&gt;
&lt;br /&gt;
One trick I have been using that often does seem to get dwarves training when they're being uncooperative is to go back to the squads screen, and toggle the active orders with {{k|t}} a few times. This seems to help. [[User:Doctorzuber|Doctorzuber]] 15:21, 8 April 2010 (UTC)&lt;br /&gt;
:Verily yes, that trick did the trick for me, thanks!&lt;br /&gt;
:[[User:Eric|Eric]] 01:09, 17 April 2010 (UTC)&lt;br /&gt;
::I kept playing a bit further this morning, and it seems that toggling active orders in the squads screen only moved them from being stuck in individual training, to being stuck organizing or waiting for combat training instead.&lt;br /&gt;
::[[User:Eric|Eric]] 15:46, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Im so looking forward to.. ==&lt;br /&gt;
..this big pile of &amp;lt;s&amp;gt;cr&amp;lt;/s&amp;gt;..salespitch being thrown out and replaced by facts and examles. XD&lt;br /&gt;
:As the one who wrote this 'salespitch' I'd like to know what you think about this article needs to be improved. I would contest your point on it having no facts, and while there aren't examples, very few dfwiki articles have examples to the best of my knowledge (as they generally aren't needed). Is there something wrong with telling you how a function works? If you're confused, the [[DF2010:Military_interface|interface walkthrough]] (despite being incomplete) should be able to help you. Additionally, please sign your comments. --[[User:Retro|Retro]] 17:06, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=94081</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=94081"/>
		<updated>2010-04-17T01:11:35Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''{{l|soldier}}s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; 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 pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
'''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 one or two 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.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the {{l|Squads#Selecting_Squads.2FSoldiers|squad movement}} section on the {{l|squads}} page.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
===Inactive / no order===&lt;br /&gt;
&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=94080</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=94080"/>
		<updated>2010-04-17T01:11:08Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your {{l|soldier}}s to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; 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 pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
'''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 one or two 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.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
:''If you were redirected here while looking for information on moving your squads to a certain point on command, you may be looking for the {{l|Squads#Selecting_Squads.2FSoldiers|squad movement}} section on the {{l|squads}} page.&lt;br /&gt;
&lt;br /&gt;
The five types of scheduling orders are listed below:&lt;br /&gt;
&lt;br /&gt;
===Inactive / no order===&lt;br /&gt;
&lt;br /&gt;
When dwarves have an empty spot in their schedule, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when they're free, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a ''lack'' of an order.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Squad&amp;diff=94023</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=94023"/>
		<updated>2010-04-16T23:09:14Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* 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;
:: I'm shifting my attention back towards the various pages on fluid mechanics (water, flow, rivers, brooks, etc...). I've looked through the {{l|river}} and {{l|brook}} pages and pulled them forward into 2010 with minor editing.&lt;br /&gt;
::Meanwhile I am always keeping a close eye on the bug tracker for current news. If any new bugs are discovered that are relevant here, or if anything gets patched, I'll be sure to drop by over here and do updates. As for the rest of the content here, I'll let someone else worry about that for a while. [[User:Doctorzuber|Doctorzuber]] 20:04, 8 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;
::::I think priority assignment might determine which dwarf gets to choose equipment first, so dwarf #1 gets the best stuff, #2 get the best remaining stuff and so on.  Maybe re arranging items is what the constant Equipment Manifest jobs are for?  -- [o_O]WTFace&lt;br /&gt;
:::::Looking over the screen I can see that you can rearrange dwarf order in the squads as well as squad order, but wasn't able to do anything with the rightmost pane. So I've figured out prioritizing squads/dwarves but not assignments thus far. --[[User:Retro|Retro]] 23:09, 16 April 2010 (UTC)&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;
The thoughts in question are &amp;quot;upset about being relieved from duty&amp;quot; and &amp;quot;complained about the draft&amp;quot; and likely minor variations of the same two thoughts depending on how recent the thought was. These would apply to civilians who have no military skills, or to soldiers that have no civilian skills. The times these thoughts are believed to occur are.&lt;br /&gt;
&lt;br /&gt;
:at the end of every month in the militia{{verify}}&lt;br /&gt;
:every time they eat or drink{{verify}}&lt;br /&gt;
:when joining/leaving the militia{{verify}}&lt;br /&gt;
:after a squad cancel command{{verify}}&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;br /&gt;
::::: Yes, as I have already said at first glance these appear to be the expected behaviors consistent with 40d. However with the new military system, they occur much more frequently than you might expect which can potentially be quite dangerous. I've just updated the details above to reflect my better understanding of this issue as the reports come in on the bug tracker. I'm watching the bug tracker on the issue and attempting to verify this through experimentation as well. [[User:Doctorzuber|Doctorzuber]] 21:14, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Done some testing on this, at first I couldn't seem to reproduce it, but now I have found something. apparently a key element of this behavior is that you must have your orders set to have less than all dwarves on duty at a given time. With this setup they will periodically go off-duty and other dwarves will take their place. it is at this off-duty change that bad thoughts occur. With a rotation schedule like this you will also see a message in the announcements every time a dwarf switches duties. The workaround to avoid this bad thought problem would be to cross train all your military to have at least one level in a civilian skill which is probably not a bad plan in any event. [[User:Doctorzuber|Doctorzuber]] 03:10, 7 April 2010 (UTC)&lt;br /&gt;
::::::: I don't understand this issue quite as well as I like yet but I have confirmed enough to feel comfortable adding a short warning about the matter, which I have already place up in the military page. [[User:Doctorzuber|Doctorzuber]] 04:13, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Gave '''[[DF2010:Equipment|Equipment]]''' its own page, to be used for info on equipping soldiers, making/applying uniform templates, and will also serve as a good spot to store related summaries on weapons/armour much like '''[[40d:Equipment_and_encumbrance|this]]''' 40d page. Nothing there yet but we can move the stuff here into there and replace the current stuff with a summary, then expand within that page from there.&lt;br /&gt;
&lt;br /&gt;
On a side note, I'm working on a Category thing for Military v0.31 that we can apply instead of this See Also nonsense every time. I'll go add it when I'm done; getting there. --[[User:Retro|Retro]] 22:02, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Squad or Squads?==&lt;br /&gt;
It occurs to me that this maybe should be the squad page instead of the squads page. I notice that the backwards link to 40d is non-functional as things are right now although that may be because there was no need for a squad page before. Anyhow, if this needs to be changed, I'm sure someone will take care of it sooner or later. [[User:Doctorzuber|Doctorzuber]] 04:35, 8 April 2010 (UTC)&lt;br /&gt;
:Just checked; 40d's Squad redirected to the military. So it's a new page and we can basically do what we want with it. Personally I feel the plural is more appropriate as I say things like &amp;quot;rally your squads,&amp;quot; &amp;quot;open the squads menu,&amp;quot; &amp;quot;do this when scheduling your squads&amp;quot; more often than I use the singular. --[[User:Retro|Retro]] 04:38, 8 April 2010 (UTC)&lt;br /&gt;
:: well, it's not a big deal, I'm just wondering if there's a consistency issue. Most pages are in the single form, not the plural form. But I guess it's a question for the admins to decide on, I won't worry about it. [[User:Doctorzuber|Doctorzuber]] 14:56, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How to Activate a Squad==&lt;br /&gt;
Love the changes.  I think.  I am unable to use them, however, likely because I am dense and not due to any bug.  This article seems to go over everything except how to actually activate your squads in order to give them direct (active) commands.  I have created a squad because a cougar is approaching my undefended fort.  (just a bunch of civies with picks and axes).  However, all of the active commands (move, attack, active, etc) are all grey'd out and unusable.  I can't see anything in this article on how to actually activate a squad.  Am I missing something or is something missing from the article?  --[[User:Frewfrux|Frewfrux]] 19:46, 11 April 2010 (UTC)&lt;br /&gt;
:Sorry, I suppose I should've emphasized - you need to select a squad before you can use it, even if there's only one. In the squads screen you can do this with a / b / c (it'll list which squad = which key) or hold shift to select multiple at once. Should fix your problem; lemme know if it doesn't. --[[User:Retro|Retro]] 20:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Read the section on selecting a squad, it's there. There's just a ton of information to swallow so it's a bit overwhelming still. [[User:Doctorzuber|Doctorzuber]] 23:48, 11 April 2010 (UTC)&lt;br /&gt;
:::AH HA!!!  That did the trick.  (Thank you thank you thank you)  One mutilated cougar.  That was a little too easy.  I was assuming that because the squad was showing up on the screen that it was activated.  This does not appear to be the case.  As a side note, shouldn't a cougar run faster then a group of untrained dwarves?  Just a thought. --[[User:Frewfrux|Frewfrux]] 11:39, 12 April 2010 (UTC)&lt;br /&gt;
:::: the current speed system is a placeholder. I opened a ticket about it but they closed it for now. I had an alligator that led my dwarves on a merry chase all around the map for days. [[User:Doctorzuber|Doctorzuber]] 13:55, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Naming Squads? ==&lt;br /&gt;
The change list says you can name squads, but I can't find the option, how do I do it? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I don't believe you can - the squad leader seems to still use the RNG to name themselves. You can name alerts, scheduling, and uniforms though. --[[User:Retro|Retro]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Nobles&amp;diff=93482</id>
		<title>Template talk:Nobles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Nobles&amp;diff=93482"/>
		<updated>2010-04-16T01:01:03Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If no one has any complaint with this, I'm going to add the rest of the nobles and paste it on the bottom of all their pages. [[User:GiantTiger11|GiantTiger11]] 00:54, 16 April 2010 (UTC)&lt;br /&gt;
:It's clearly missing a lot of entries but it's looking good for now. --[[User:Retro|Retro]] 01:01, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=93478</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=93478"/>
		<updated>2010-04-16T00:45:52Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and water through the military screen's '''supplies tab'''. Currently this feature appears broken {{version}}, and dwarves will automatically carry any nearby drink and two items of food. Make sure your dwarves have access to {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapons}}&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93475</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93475"/>
		<updated>2010-04-16T00:43:37Z</updated>

		<summary type="html">&lt;p&gt;Retro: quality upgrade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 2 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92717</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92717"/>
		<updated>2010-04-14T15:52:55Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Walkthrough */ added more keypresses, bit more detail. no time to do squads and barracks right now though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE TO EDITORS: I'm still working on this page, incomplete as it may look at any given point. Please do not edit this page until this note has been removed, no matter how minor - even a grammar fix will cause an editing conflict. --Retro&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' and '''{{l|squads|squad}}''' screens.&lt;br /&gt;
&lt;br /&gt;
::'''''Editor's note:''' This walkthrough is currently in the process of being created. For clarity purposes it is being put together by one person. Please wait until it is finished before you edit it --[[User:Retro|Retro]] 19:28, 12 April 2010 (UTC)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
&lt;br /&gt;
We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assign a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows {{verify}}) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|p}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
&lt;br /&gt;
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|x}} to delete an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
==Move order==&lt;br /&gt;
&lt;br /&gt;
==Attack order==&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
The '''military screen''' is brought up by using {{k|m}} in the main menu.&lt;br /&gt;
&lt;br /&gt;
==Positions==&lt;br /&gt;
&lt;br /&gt;
The '''positions tab''' is opened with the {{k|p}} key, though when opening the military screen it is the initially displayed tab.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts''' tab is opened with the {{k|a}} key.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment''' tab is opened with the {{k|e}} key&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window is opened with the {{k|V}} key, though when opening the equipment tab it is the initially displayed window.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' windows is opened with the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms window within the equipment tab is not the same as the uniform tab within the main military menu.''&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window is opened with the {{k|P}} key.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' tab is opened with the {{k|n}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms tab within the main military menu is not the same as the uniform window within the equipment tab.''&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
The '''supplies'' tab is opened with the {{k|u}} key.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
The '''ammunition''' tab is opened with the {{k|f}} key.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
The '''schedules''' menu is opened with the {{k|s}} key. To return to the main menu you must press {{k|esc}}.&lt;br /&gt;
&lt;br /&gt;
===Give Orders===&lt;br /&gt;
&lt;br /&gt;
The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=92685</id>
		<title>v0.31 Talk:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=92685"/>
		<updated>2010-04-14T15:27:14Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the '''supplies tab''' - at least now in 31.03 - you can actually change these settings with the 4 upper right keys on the num pad - as is shown a little inconspicuously in the upper left pane of your screenshot too. Hope it works for you --[[User:Old Ancient|Old Ancient]] 02:12, 14 April 2010 (UTC)&lt;br /&gt;
:Yeah, I saw the keys, I just couldn't get it to work in 01 (haven't upgraded yet, waiting for the final bugfix). I'll change the text to reflect that though, thanks. --[[User:Retro|Retro]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:: The final bugfix?? TINSTAAFBugfix[http://en.wikipedia.org/wiki/TINSTAAFL]. --[[User:Old Ancient|Old Ancient]] 03:09, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another suggestion: In some places I think you need to point out in more detail where to navigate with what keys and cursors - for example it is easy to set civilians to an alert instead of the squad you wanted. But great work so far! --[[User:Old Ancient|Old Ancient]] 03:07, 14 April 2010 (UTC)&lt;br /&gt;
:Sounds good to me. I'll revise minorly for now and then look at it again after I've got this essay out of the way. --[[User:Retro|Retro]] 15:27, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92683</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92683"/>
		<updated>2010-04-14T15:25:51Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. In previous versions only champions could wield artifact weapons/armor, but Toady has mentioned that this is no longer the case {{verify}}.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and water through the military screen's '''supplies tab'''. Currently this feature appears broken {{version}}, and dwarves will automatically carry any nearby drink and two items of food. Make sure your dwarves have access to {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapons}}&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92682</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92682"/>
		<updated>2010-04-14T15:24:55Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and water through the military screen's '''supplies tab'''. Currently this feature appears broken {{version}}, and dwarves will automatically carry any nearby drink and two items of food. Make sure your dwarves have access to {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapons}}&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92681</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92681"/>
		<updated>2010-04-14T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Great soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;br /&gt;
::Great.  You might mention that somewhere in the page since it isn't the same as 40d.  Two other questions.  Can only champions use mood items?  Champions are assigned as a noble position, right?--[[User:Kwieland|Kwieland]] 05:05, 14 April 2010 (UTC)&lt;br /&gt;
:::I took out that note about only champions using artifacts since I think Toady mentioned that wasn't the case anymore, but I'll put a note in as well. And yeah, champions should be assignable once you have a baron or better --[[User:Retro|Retro]] 15:23, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Retro&amp;diff=92680</id>
		<title>User talk:Retro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Retro&amp;diff=92680"/>
		<updated>2010-04-14T15:21:43Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Good work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Undergrotto needs a king ==&lt;br /&gt;
&lt;br /&gt;
Somewhere you mention that Undergrotto has yet to receive a king despite its massive wealth.  Have you offered several hundred thousand wealth (i.e., for free) to the dwarf caravan?&lt;br /&gt;
--[[User:Wyriel|Wyriel]] 21:09, 16 March 2010 (UTC)&lt;br /&gt;
:Far more than that, I believe. My issue was that I cut off the population before my count became a duke (ie. 140 dwarves), and then when I reset it and let the game play out another year and a half while creating wealth, trading regularily, and having no deaths, I never got more than a single migrant again. I tried raising the baby cap, too, but I only got like two extra babies. So thirty dwarves short of a duke, I just gave up, reverted back to the pre-wasting-time save, and figured if I ever cared enough I could go back and fuddle around with it. I've never actually had a king before though (HFS or regular) so maybe I missed something obvious. --[[User:Retro|Retro]] 01:29, 17 March 2010 (UTC)&lt;br /&gt;
::I've had a king at a mere ~100 dwarves.  The init.txt file says something like 80 dwarves for a king and 100 for all (currently implemented) game features.  As I recall, the thing that actually got in my way was the paved road (or bridges) requirement.  I had to invest 10 times more effort in building roads than I had previously; and roads are annoying: they can't be trapped.  My savefile with a queen (long after her arrival though) has wealth figures approx: 21.6 million in created wealth, 2 million in architecture, 1.8 mil in imported wealth, 5.8 mil in total exported wealth, 4 mil in wealth exported to the dwarves, and almost but not quite 1 mil in wealth simply given away to the dwarves.  I guess the humans arrive at a better time -- almost 8 mil given away for free to them.  The wiki does have an article (but without any numbers): [[King]] --[[User:Wyriel|Wyriel]] 19:40, 18 March 2010 (UTC)&lt;br /&gt;
:::Huh. I know you('re supposed to) need to get 140 dwarves to get a duke/duchess, and 'The Incoming King/Queen' shouldn't show up on your noble screen until you do. My battle was with the popcap; once I knew the value I needed to make for roads and whatnot I figured it wouldn't be a problem. I just wanted to hit the popcap to summon a Duke / upgrade my Count. Dunno then. -- [[User:Retro|Retro]] 21:13, 18 March 2010 (UTC)&lt;br /&gt;
::::Well I confirmed that discovering adamantine is sufficient for getting the king.  The fortress is in year 23, starting from 19, 61 dwarfs prior to the king arriving.  Some time -- 1 or 2 years -- has passed between discovering adamantine and the king actually showing up. --[[User:Wyriel|Wyriel]] 10:37, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting Carp ==&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;The carp cannot be pitted into these 1x1 channels as that requires dragging them, thus killing them through drowning.&amp;quot;&lt;br /&gt;
They drown '''that''' quickly? Does it not even suffice to build/stockpile the cage 1 tile away from the pit? --[[User:Quietust|Quietust]] 02:32, 26 March 2010 (UTC)&lt;br /&gt;
::I went with the mentality of &amp;quot;drowning is near-instant, just be over-cautious,&amp;quot; but upon reading this rethought it and tested it out. Building the cage directly adjacent works fine; more than few tiles, though, and there's a good chance of it dying. I'll go update the section to reflect that. --[[User:Retro|Retro]] 03:27, 26 March 2010 (UTC)&lt;br /&gt;
::(further edit - 43 tiles of dragging was possible with attribute-less dwarf doing the dragging; thus anything within 30 tiles should be safe) --[[User:Retro|Retro]] 16:46, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace Redirects ==&lt;br /&gt;
&lt;br /&gt;
Please, when you make redirects from mainspace to a version specific namespace (for example the HFS -&amp;gt; DF2010:Hidden fun stuff redirect you made), redirect to cv: and not DF2010. [[User:Emi|Emi]] 04:31, 3 April 2010 (UTC)&lt;br /&gt;
:Yeah, saw you fix that right after. Got it now, thanks. I'm not so used to wiki syntax but I'm getting there. --[[User:Retro|Retro]] 04:33, 3 April 2010 (UTC)&lt;br /&gt;
::Oh, you used wiki syntax just fine, our set up is just a little weird. If you have any questions feel free to ask on my talk page, or via IRC on Newnet. [[User:Emi|Emi]] 04:35, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler Image ==&lt;br /&gt;
&lt;br /&gt;
Go for it. --[[User:Briess|Briess]] 03:23, 4 April 2010 (UTC)&lt;br /&gt;
== Buzzard Bait (or w/e the image is called) ==&lt;br /&gt;
Images are force-cached for 1 year on the wiki.  You have to force refresh in order for the new image to show up.  That's working as intended (and as designed). --[[User:Briess|Briess]] 02:24, 5 April 2010 (UTC)&lt;br /&gt;
: I was going to drop by to explain this one but I see [[User:Briess|Briess]] beat me to it. Apparently we were both fooled by the caching behavior which caused quite a little mess. Thanks for your help anyhow. [[User:Doctorzuber|Doctorzuber]] 03:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Military and stuff==&lt;br /&gt;
Okay, I'm done fiddling with it for now. I was just adding in a few odds and ends that I thought were lacking. I must say, the pages are looking very nice. Good job on the editing. [[User:Doctorzuber|Doctorzuber]] 03:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demonic [F]fortress ==&lt;br /&gt;
&lt;br /&gt;
All good.  I stepped in after I saw you had issues with the redirect and just moved the articles over. :) --[[User:Briess|Briess]] 00:36, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revert on Military ==&lt;br /&gt;
Not that it's a big deal or anything but I'm curious why you reverted my last adjustments on the military page? [[User:Doctorzuber|Doctorzuber]] 03:08, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IRC? ==&lt;br /&gt;
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Think you could get on to Newnet and query me? [[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;]] 20:18, 11 April 2010 (UTC)&lt;br /&gt;
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==Good work==&lt;br /&gt;
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Hey Retro,  Thanks for the military walk through.  I looked at the page ~week ago and while the words were there, it still was very cumbersome to use.&lt;br /&gt;
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Do you plan to include a section on barracks and their roles? For example how to assign them to squads and what the Indiv, Train, Squad do? Also, in the scheduling, you can select civilian clothes or something like that.  What does that do? And the over the clothes option?  Thanks!--[[User:Kwieland|Kwieland]] 16:03, 13 April 2010 (UTC)&lt;br /&gt;
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:Thanks! I've been trying to rearrange the military category stuff so that people can find everything they're looking for. I was going to just finish up with the squads menu later, but I think I can add a bit on that! I'm surprised I forgot them, actually. Civilian/squad clothes means that when a soldier's not actively doing something (no move/kill orders and empty scheduling) they'll either dress back to whatever they want or keep their uniform on, I believe. I'd guess 'over clothes' means they'll wear their uniform. over their clothes rather than replacing their clothes with their uniform, but I haven't tested it much. I need to go work on the Soldier page before I get back to the walkthrough, though that's been on the backburner for too long. --[[User:Retro|Retro]] 16:15, 13 April 2010 (UTC)&lt;br /&gt;
::So, as one who understands the military system, does it work in the end?  Is it usable?  It seems to me to be very powerful and at the same time requiring tremendous amounts of micromanagement. --[[User:Kwieland|Kwieland]] 05:03, 14 April 2010 (UTC)&lt;br /&gt;
:::Well, I haven't tried 31.02 or 03 (waiting to the final stable release to upgrade), but the problems I see with it are almost entirely bug-based (ie. equipment and training issues). If you're trying to start your military up right from embark it's really simple to just set them on endless training and get them toughened up that way, and once you have a defined fort you can set up your special defense areas. If the 'I will hunt ___ random animal down for the rest of my days' bug wasn't there, the kill orders would be incredibly efficient, as would move orders - and for players not understanding scheduling they can simply use those and pretend it's still 40d. But yeah, I can see it being worth learning; I'm not really a military-focused player despite my work on the wiki so I'd probably just set up a lot of scheduling and never look at my military again. It suits lots of playstyles. Once the kinks are fixed out it's definitely worth the upgrade. --[[User:Retro|Retro]] 15:21, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92541</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92541"/>
		<updated>2010-04-14T02:25:49Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Uniforms */&lt;/p&gt;
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&lt;div&gt;{{elven}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE TO EDITORS: I'm still working on this page, incomplete as it may look at any given point. Please do not edit this page until this note has been removed, no matter how minor - even a grammar fix will cause an editing conflict. --Retro&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' and '''{{l|squads|squad}}''' screens.&lt;br /&gt;
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::'''''Editor's note:''' This walkthrough is currently in the process of being created. For clarity purposes it is being put together by one person. Please wait until it is finished before you edit it --[[User:Retro|Retro]] 19:28, 12 April 2010 (UTC)''&lt;br /&gt;
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=Walkthrough=&lt;br /&gt;
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So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
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This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
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==Squad Positions==&lt;br /&gt;
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Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
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This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key may do something different depending on what pane you're in.&lt;br /&gt;
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The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
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See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed - for now, we'll just select 'leather armor' ; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
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Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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[[File:Military nobles 2.png]]&lt;br /&gt;
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See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
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I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
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We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know).&lt;br /&gt;
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[[File:Military alerts 1.png]]&lt;br /&gt;
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By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third.&lt;br /&gt;
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[[File:Military alerts 2.png]]&lt;br /&gt;
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We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
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We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. You can use the various letter shown to choose what type of equipment you want to apply and then selecting it with {{k|enter}} in the right pane - be careful with this, as if you're not actively selecting armour, you'll delete whatever is selected with {{k|enter}} as well. There are three windows within this tab:&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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[[File:Military equipment 1.png]]&lt;br /&gt;
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The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}.&lt;br /&gt;
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[[File:Military equipment 5.png]]&lt;br /&gt;
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I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
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===Assign Uniforms===&lt;br /&gt;
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[[File:Military equipment 2.png]]&lt;br /&gt;
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The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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[[File:Military equipment 3.png]]&lt;br /&gt;
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The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
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[[File:Military uniforms 1.png]]&lt;br /&gt;
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The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
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[[File:Military uniforms 2.png]]&lt;br /&gt;
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Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
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The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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[[File:Military supplies.png]]&lt;br /&gt;
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The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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[[File:Military ammunition 1.png]]&lt;br /&gt;
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
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In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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[[File:Military schedule 1.png]]&lt;br /&gt;
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The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
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[[File:Military schedule 2.png]]&lt;br /&gt;
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By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
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Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
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I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
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For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
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[[File:Military stations.png]]&lt;br /&gt;
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Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
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[[File:Military routes 1.png]]&lt;br /&gt;
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Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
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[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
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===Give orders===&lt;br /&gt;
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[[File:Military giveorders 1.png]]&lt;br /&gt;
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The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
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[[File:Military giveorders 2.png]]&lt;br /&gt;
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We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
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[[File:Military schedule 3.png]]&lt;br /&gt;
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Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
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[[File:Military schedule 4.png]]&lt;br /&gt;
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There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
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[[File:Military giveorders 3.png]]&lt;br /&gt;
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The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
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[[File:Military schedule 5.png]]&lt;br /&gt;
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Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
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We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
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=Squads=&lt;br /&gt;
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:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
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==Move order==&lt;br /&gt;
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==Attack order==&lt;br /&gt;
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=Military=&lt;br /&gt;
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The '''military screen''' is brought up by using {{k|m}} in the main menu.&lt;br /&gt;
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==Positions==&lt;br /&gt;
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The '''positions tab''' is opened with the {{k|p}} key, though when opening the military screen it is the initially displayed tab.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts''' tab is opened with the {{k|a}} key.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment''' tab is opened with the {{k|e}} key&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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The '''view/customize''' window is opened with the {{k|V}} key, though when opening the equipment tab it is the initially displayed window.&lt;br /&gt;
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===Uniforms===&lt;br /&gt;
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The '''uniforms''' windows is opened with the {{k|U}} key.&lt;br /&gt;
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:'''''Note:''' The uniforms window within the equipment tab is not the same as the uniform tab within the main military menu.''&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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The '''pri/assignments''' window is opened with the {{k|P}} key.&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms''' tab is opened with the {{k|n}} key.&lt;br /&gt;
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:'''''Note:''' The uniforms tab within the main military menu is not the same as the uniform window within the equipment tab.''&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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The '''supplies'' tab is opened with the {{k|u}} key.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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The '''ammunition''' tab is opened with the {{k|f}} key.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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The '''schedules''' menu is opened with the {{k|s}} key. To return to the main menu you must press {{k|esc}}.&lt;br /&gt;
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===Give Orders===&lt;br /&gt;
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The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.&lt;br /&gt;
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=Squads=&lt;br /&gt;
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The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
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===Move Order===&lt;br /&gt;
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'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92540</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92540"/>
		<updated>2010-04-14T02:23:28Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Supplies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE TO EDITORS: I'm still working on this page, incomplete as it may look at any given point. Please do not edit this page until this note has been removed, no matter how minor - even a grammar fix will cause an editing conflict. --Retro&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' and '''{{l|squads|squad}}''' screens.&lt;br /&gt;
&lt;br /&gt;
::'''''Editor's note:''' This walkthrough is currently in the process of being created. For clarity purposes it is being put together by one person. Please wait until it is finished before you edit it --[[User:Retro|Retro]] 19:28, 12 April 2010 (UTC)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
&lt;br /&gt;
This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key may do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed - for now, we'll just select 'leather armor' ; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. You can use the various letter shown to choose what type of equipment you want to apply and then selecting it with {{k|enter}} in the right pane - be careful with this, as if you're not actively selecting armour, you'll delete whatever is selected with {{k|enter}} as well. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this doesn't work in 31.02 and 31.01. The default settings should be fine for now; let's continue on.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
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[[File:Military routes 1.png]]&lt;br /&gt;
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Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
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[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
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&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
&lt;br /&gt;
==Move order==&lt;br /&gt;
&lt;br /&gt;
==Attack order==&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
The '''military screen''' is brought up by using {{k|m}} in the main menu.&lt;br /&gt;
&lt;br /&gt;
==Positions==&lt;br /&gt;
&lt;br /&gt;
The '''positions tab''' is opened with the {{k|p}} key, though when opening the military screen it is the initially displayed tab.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts''' tab is opened with the {{k|a}} key.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment''' tab is opened with the {{k|e}} key&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window is opened with the {{k|V}} key, though when opening the equipment tab it is the initially displayed window.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' windows is opened with the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms window within the equipment tab is not the same as the uniform tab within the main military menu.''&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window is opened with the {{k|P}} key.&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms''' tab is opened with the {{k|n}} key.&lt;br /&gt;
&lt;br /&gt;
:'''''Note:''' The uniforms tab within the main military menu is not the same as the uniform window within the equipment tab.''&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
The '''supplies'' tab is opened with the {{k|u}} key.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
The '''ammunition''' tab is opened with the {{k|f}} key.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
The '''schedules''' menu is opened with the {{k|s}} key. To return to the main menu you must press {{k|esc}}.&lt;br /&gt;
&lt;br /&gt;
===Give Orders===&lt;br /&gt;
&lt;br /&gt;
The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=92538</id>
		<title>v0.31 Talk:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_interface&amp;diff=92538"/>
		<updated>2010-04-14T02:22:19Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the '''supplies tab''' - at least now in 31.03 - you can actually change these settings with the 4 upper right keys on the num pad - as is shown a little inconspicuously in the upper left pane of your screenshot too. Hope it works for you --[[User:Old Ancient|Old Ancient]] 02:12, 14 April 2010 (UTC)&lt;br /&gt;
:Yeah, I saw the keys, I just couldn't get it to work in 01 (haven't upgraded yet, waiting for the final bugfix). I'll change the text to reflect that though, thanks. --[[User:Retro|Retro]] 02:22, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92521</id>
		<title>v0.31:Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_interface&amp;diff=92521"/>
		<updated>2010-04-14T01:36:06Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Squads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE TO EDITORS: I'm still working on this page, incomplete as it may look at any given point. Please do not edit this page until this note has been removed, no matter how minor - even a grammar fix will cause an editing conflict. --Retro&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This is a hands-on walkthrough of the new '''{{l|military}}''' and '''{{l|squads|squad}}''' screens.&lt;br /&gt;
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::'''''Editor's note:''' This walkthrough is currently in the process of being created. For clarity purposes it is being put together by one person. Please wait until it is finished before you edit it --[[User:Retro|Retro]] 19:28, 12 April 2010 (UTC)''&lt;br /&gt;
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=Walkthrough=&lt;br /&gt;
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So, you've just {{l|embark}}ed to a dangerous region and need to set up your military while you set up camp. You press {{k|m}} to open the military screen so you can recruit some dwarves and... whoa! ''What kind of menu '''is''' this?!''&lt;br /&gt;
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This is a typical reaction to the new military setup. This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
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==Squad Positions==&lt;br /&gt;
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Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
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[[File:Military positions 1.png]]&lt;br /&gt;
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This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The up/down keys will take you between panes; keep in mind which one your selector is in, as the same key may do something different depending on what pane you're in.&lt;br /&gt;
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The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
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[[File:Military nobles 1.png]]&lt;br /&gt;
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See the slot for '''{{l|militia commander}}'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
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[[File:Military positions 2.png]]&lt;br /&gt;
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We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed - for now, we'll just select 'leather armor' for now; we can change this later.&lt;br /&gt;
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[[File:Military positions 3.png]]&lt;br /&gt;
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Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
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[[File:Military nobles 2.png]]&lt;br /&gt;
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See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any amount of these. Squad leaders will be listed here automatically. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
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[[File:Military positions 4.png]]&lt;br /&gt;
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I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
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We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts tab''' is where you can create {{l|alerts}} for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know).&lt;br /&gt;
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[[File:Military alerts 1.png]]&lt;br /&gt;
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By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders... which right now, are buggy (v0.31.02). Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third.&lt;br /&gt;
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[[File:Military alerts 2.png]]&lt;br /&gt;
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We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
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We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. You can use the various letter shown to choose what type of equipment you want to apply and then selecting it with {{k|enter}} in the right pane - be careful with this, as if you're not actively selecting armour, you'll delete whatever is selected with {{k|enter}} as well. There are three windows within this tab:&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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[[File:Military equipment 1.png]]&lt;br /&gt;
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The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}.&lt;br /&gt;
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[[File:Military equipment 5.png]]&lt;br /&gt;
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I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
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===Assign Uniforms===&lt;br /&gt;
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[[File:Military equipment 2.png]]&lt;br /&gt;
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The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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[[File:Military equipment 3.png]]&lt;br /&gt;
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The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. Nobody is quite sure what the right pane's assignment listing does yet, but as we've yet to find a use for it, you don't need to worry about it. Moving on to the '''uniforms tab'''!&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
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[[File:Military uniforms 1.png]]&lt;br /&gt;
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The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
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[[File:Military uniforms 2.png]]&lt;br /&gt;
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Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
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[[File:Military equipment 4.png]]&lt;br /&gt;
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The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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[[File:Military supplies.png]]&lt;br /&gt;
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The '''supplies tab''' is where you can decide which squad carries what. It appears that as of 31.01 you can't actually change these settings, as I've been unable to. The default settings should work fine regardless. Let's continue on.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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[[File:Military ammunition 1.png]]&lt;br /&gt;
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
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[[File:Military ammunition 2.png]]&lt;br /&gt;
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We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
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[[File:Military equipment 6.png]]&lt;br /&gt;
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In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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[[File:Military schedule 1.png]]&lt;br /&gt;
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The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing by Train orders.&lt;br /&gt;
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[[File:Military schedule 2.png]]&lt;br /&gt;
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By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and two months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
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===Burrows, stations, and routes===&lt;br /&gt;
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Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
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[[File:Military burrows 1.png]]&lt;br /&gt;
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I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
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[[File:Military burrows 2.png]]&lt;br /&gt;
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For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
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[[File:Military alerts 3.png]]&lt;br /&gt;
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Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
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[[File:Military stations.png]]&lt;br /&gt;
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Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
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[[File:Military routes 1.png]]&lt;br /&gt;
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Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
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[[File:Military routes 2.png]]&lt;br /&gt;
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By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab.&lt;br /&gt;
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===Give orders===&lt;br /&gt;
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[[File:Military giveorders 1.png]]&lt;br /&gt;
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The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
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[[File:Military giveorders 2.png]]&lt;br /&gt;
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We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrester 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
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[[File:Military schedule 3.png]]&lt;br /&gt;
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Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
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[[File:Military schedule 4.png]]&lt;br /&gt;
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There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
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[[File:Military giveorders 3.png]]&lt;br /&gt;
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The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
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[[File:Military schedule 5.png]]&lt;br /&gt;
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Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
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We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
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=Squads=&lt;br /&gt;
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:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.&lt;br /&gt;
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==Move order==&lt;br /&gt;
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==Attack order==&lt;br /&gt;
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=Military=&lt;br /&gt;
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The '''military screen''' is brought up by using {{k|m}} in the main menu.&lt;br /&gt;
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==Positions==&lt;br /&gt;
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The '''positions tab''' is opened with the {{k|p}} key, though when opening the military screen it is the initially displayed tab.&lt;br /&gt;
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==Alerts==&lt;br /&gt;
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The '''alerts''' tab is opened with the {{k|a}} key.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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The '''equipment''' tab is opened with the {{k|e}} key&lt;br /&gt;
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===View/Customize===&lt;br /&gt;
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The '''view/customize''' window is opened with the {{k|V}} key, though when opening the equipment tab it is the initially displayed window.&lt;br /&gt;
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===Uniforms===&lt;br /&gt;
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The '''uniforms''' windows is opened with the {{k|U}} key.&lt;br /&gt;
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:'''''Note:''' The uniforms window within the equipment tab is not the same as the uniform tab within the main military menu.''&lt;br /&gt;
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===Priority/Assignments===&lt;br /&gt;
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The '''pri/assignments''' window is opened with the {{k|P}} key.&lt;br /&gt;
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==Uniforms==&lt;br /&gt;
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The '''uniforms''' tab is opened with the {{k|n}} key.&lt;br /&gt;
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:'''''Note:''' The uniforms tab within the main military menu is not the same as the uniform window within the equipment tab.''&lt;br /&gt;
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==Supplies==&lt;br /&gt;
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The '''supplies'' tab is opened with the {{k|u}} key.&lt;br /&gt;
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==Ammunition==&lt;br /&gt;
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The '''ammunition''' tab is opened with the {{k|f}} key.&lt;br /&gt;
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==Schedules==&lt;br /&gt;
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The '''schedules''' menu is opened with the {{k|s}} key. To return to the main menu you must press {{k|esc}}.&lt;br /&gt;
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===Give Orders===&lt;br /&gt;
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The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.&lt;br /&gt;
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=Squads=&lt;br /&gt;
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The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
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===Move Order===&lt;br /&gt;
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'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
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===Attack Order===&lt;br /&gt;
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'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
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{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=92519</id>
		<title>v0.31 Talk:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Security_design&amp;diff=92519"/>
		<updated>2010-04-14T01:34:35Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* did anyone check for accuracy? */&lt;/p&gt;
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&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
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:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
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=='Security' vs 'Defense' Design==&lt;br /&gt;
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Having a 'defense design' and 'defense guide' article was ridiculous name-wise. This one was about how to make your layout better defense-wise, so 'security' seemed an appropriate kind-of-synonym. Already managed the redirects so it links up to the 40d Defense Guide (and it to this page) fine. --[[User:Retro|Retro]] 00:20, 12 April 2010 (UTC)&lt;br /&gt;
:This makes great sense. I was messing with these articles earlier today and wasn't quite sure what to do with the dual defense articles. Nice work.--[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:35, 12 April 2010 (UTC)&lt;br /&gt;
::Yeah, the chief difference was that 'guide' was an overview and 'design' was supposed to be architectural defense style. This was the only other word combination I could find that didn't mean either the same thing or &amp;quot;maek ur fort look prettay 101&amp;quot; --[[User:Retro|Retro]] 01:03, 12 April 2010 (UTC)&lt;br /&gt;
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== did anyone check for accuracy? ==&lt;br /&gt;
To begin with, the whole inside/outside has to be replaced by burrows --[[User:Birthright|Birthright]] 00:44, 14 April 2010 (UTC)&lt;br /&gt;
:I replaced a lot of it. There were obviously still leftover inaccuracies, and I removed all the inside/outside stuff pertaining directly to the &amp;quot;stay inside&amp;quot; order, but I left a lot of it as a general strategy (since it ''is'' a good idea to keep dwarves inside or at least within your external fortifications during sieges and whatnot). Burrows are also rather ineffective when dealing with civilians since they all run to same spot, so trying to restrict them to your whole fort means editing the burrow every time you expand the fort itself; right now it's basically for the military. --[[User:Retro|Retro]] 01:34, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=92429</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=92429"/>
		<updated>2010-04-13T21:23:46Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Safe mining? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;br /&gt;
:Given the actual layout, that could be infeasible - the actual wall around the tube is only 1 tile thick in most places, and the tube itself is usually surrounded either by semi-molten rock (which cannot be mined) or magma (which could be rather problematic to remove); thus, while you could certainly try to carve fortifications, there'd still be the problem of getting into a position from which to carve them. --[[User:Quietust|Quietust]] 18:53, 13 April 2010 (UTC)&lt;br /&gt;
::I'm Talking about tubes that extend past the magma sea, and it's not that much of a problem to dig around the whole vein level... Right?. --[[User:Tarran|Tarran]] 18:58, 13 April 2010 (UTC)&lt;br /&gt;
:::Not all of them actually extend that far beyond the magma, and it's entirely possible (and quite likely) that the hollow part will be within the magma or molten rock. --[[User:Quietust|Quietust]] 19:03, 13 April 2010 (UTC)&lt;br /&gt;
::::What I'm trying to say is that if you use fortifications then you could figure out which levels ''above'' the magma sea are safe, the levels at or below it still require military. --[[User:Tarran|Tarran]] 19:12, 13 April 2010 (UTC)&lt;br /&gt;
:::::Ah, I see - assumed you were talking about deeper levels. Well, that'd make sense for levels above the magma sea certainly, though I don't think it's that likely that above the sea you'd dig into HFS. Mildly practical but certainly no trouble. --[[User:Retro|Retro]] 21:23, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=92302</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=92302"/>
		<updated>2010-04-13T18:51:15Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Safe mining? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Confused&amp;diff=92295</id>
		<title>User talk:Confused</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Confused&amp;diff=92295"/>
		<updated>2010-04-13T18:44:48Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Farm plot==&lt;br /&gt;
&lt;br /&gt;
I see what you were talking about now - however, rather than calling the article &amp;quot;completely messed up&amp;quot; (as despite its inaccuracy it was clear enough for a newbie to get the idea) and slapping a big header on it implying the entire article is broken, perhaps you should've just fixed it? Or at least have been more specific about where it was 'messed up'. Or even said something on the discussion page - things like this are what those pages are for.&lt;br /&gt;
&lt;br /&gt;
Additionally, don't just copy/paste a previous version of an article when you are unhappy about someone else's edits. I added a small bit to the 'soil layers' note and you overrode that as well. Please be a bit less impulsive.&lt;br /&gt;
&lt;br /&gt;
And as a side note, the elven/human/dwarven quality tags are largely referring to the quality of an article in terms of itself and its links. 'Elven' pages are generally stubs. If there was an inaccuracy that you were unwilling to fix yourself, at the very least it would be 'human.' --[[User:Retro|Retro]] 18:34, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest you have a look at the template&lt;br /&gt;
&lt;br /&gt;
::Quoting [[Dwarf_Fortress_Wiki:Quality|here]]: &amp;quot;'''Elven''' quality articles have '''''many''''' of the following characteristics: [...] Contains inaccurate information. '''Human''' quality articles have ALL of the following characteristics: [...] and '''''most''''' of the following characteristics: [...] May have a small amount of information that needs to be verified [...] Contains no inaccurate information [...]&amp;quot;.&lt;br /&gt;
::Emphasis mine. Additionally please sign your comments. --[[User:Retro|Retro]] 18:44, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=92293</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=92293"/>
		<updated>2010-04-13T18:39:38Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
&lt;br /&gt;
===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=92288</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=92288"/>
		<updated>2010-04-13T18:36:31Z</updated>

		<summary type="html">&lt;p&gt;Retro: mild inaccuracies do not validate leaving large 'this article is completely messed up' headers. use the discussion page or fix it yourself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''farm plot''' is a building that allows {{L|dwarf|dwarves}} to grow {{L|plant}}s from {{L|seed}}s. Plants can be used for {{L|food}} or to {{L|brew}} {{L|alcohol}}. Farm plots built {{L|outside}} have completely different crops than farm plots built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, farming is the most compact way of producing food. Some early forts can subsist with {{L|herbalist}}s collecting plants from {{L|bush}}es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crops}} for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the {{L|grower|farming (fields)}} skill enabled to prepare.&lt;br /&gt;
*Farms can be built on alluvial layers ({{L|soil}}, {{L|sand}}, {{L|Soil|silt}}, {{L|clay}} or {{L|loam}}). &lt;br /&gt;
*To build a farm on {{L|rock}} you must first make it {{L|mud|muddy}} by {{L|irrigation}}.&lt;br /&gt;
&lt;br /&gt;
Where farms can't be built:&lt;br /&gt;
*Over {{L|Tree|trees}}, saplings, {{L|Shrub|shrubs}}, {{L|Boulder|boulders}} or constructed objects (roads, doors, etc). (Constructed floors, however, are acceptable if muddy).&lt;br /&gt;
&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the {{L|grower}} skill should then start clearing out any rubble or other impediments away from the farm plot. Trees inside the plotted area must be cleared by a {{L|wood cutter}} before you lay it out or that tile will be skipped. Shrubs and saplings must also be cleared beforehand, even already dead ones. Living shrubs may be gathered by an herbalist, while dead shrubs and saplings may be cleared by trampling or by constructing and deconstructing a {{L|wall}} or {{L|floor}} over the tile. Boulders can be {{L|smooth}}ed away, but the resulting stone floor must then be irrigated.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See {{L|Farming#Planting|farming}}.&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 5x5 plot should be enough to feed a starting fortress; 5x10 should be enough to feed a full fortress. Make sure to have at least one dedicated grower, as planting skill significantly impacts output. Much smaller plots can serve smaller forts, and if you supplement them with {{L|herbalist|plant gathering}}, {{L|hunting}}, {{L|fishing}}, or {{L|trade|trading}} they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in {{L|underground}} farm rooms for farmers to stack spare boulders. Stones that get moved under {{L|door}}s in a farm will keep them open, causing potential flooding problems if you need to {{L|irrigation|irrigate}}.&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot with tiles both above-ground and below-ground, it will show as one or the other, but a farmer trying to plant an underground crop in the field will fail and stop working if he first goes for an above-ground tile, or vice versa, making such a plot frequently unusable.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Farming}}, for a complete guide&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile_attributes|Tile attributes}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Confused&amp;diff=92284</id>
		<title>User talk:Confused</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Confused&amp;diff=92284"/>
		<updated>2010-04-13T18:34:08Z</updated>

		<summary type="html">&lt;p&gt;Retro: Created page with '==Farm plot==  I see what you were talking about now - however, rather than calling the article &amp;quot;completely messed up&amp;quot; (as despite its inaccuracy it was clear enough for a newbie…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Farm plot==&lt;br /&gt;
&lt;br /&gt;
I see what you were talking about now - however, rather than calling the article &amp;quot;completely messed up&amp;quot; (as despite its inaccuracy it was clear enough for a newbie to get the idea) and slapping a big header on it implying the entire article is broken, perhaps you should've just fixed it? Or at least have been more specific about where it was 'messed up'. Or even said something on the discussion page - things like this are what those pages are for.&lt;br /&gt;
&lt;br /&gt;
Additionally, don't just copy/paste a previous version of an article when you are unhappy about someone else's edits. I added a small bit to the 'soil layers' note and you overrode that as well. Please be a bit less impulsive.&lt;br /&gt;
&lt;br /&gt;
And as a side note, the elven/human/dwarven quality tags are largely referring to the quality of an article in terms of itself and its links. 'Elven' pages are generally stubs. If there was an inaccuracy that you were unwilling to fix yourself, at the very least it would be 'human.' --[[User:Retro|Retro]] 18:34, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=92278</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=92278"/>
		<updated>2010-04-13T18:22:09Z</updated>

		<summary type="html">&lt;p&gt;Retro: what on earth are you talking about? I just reviewed the page and nothing appears to be wrong in the slightest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{dwarven}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''farm plot''' is a building that allows {{L|dwarf|dwarves}} to grow {{L|plant}}s from {{L|seed}}s. Plants can be used for {{L|food}} or to {{L|brew}} {{L|alcohol}}. Farm plots built {{L|outside}} have completely different crops than farm plots built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, farming is the most compact way of producing food. Some early forts can subsist with {{L|herbalist}}s collecting plants from {{L|bush}}es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crops}} for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the {{L|grower|farming (fields)}} skill enabled to prepare.&lt;br /&gt;
*Farms can be built on any alluvial layer ({{L|soil}}, {{L|sand}}, {{L|Soil|silt}}, {{L|clay}} or {{L|loam}}). &lt;br /&gt;
*To build a farm on {{L|rock}} you must first make it {{L|mud|muddy}} by {{L|irrigation}}.&lt;br /&gt;
&lt;br /&gt;
Where farms can't be built:&lt;br /&gt;
*Over {{L|Tree|trees}}, saplings, {{L|Shrub|shrubs}}, {{L|Boulder|boulders}} or constructed objects (roads, doors, etc). (Constructed floors, however, are acceptable if muddy).&lt;br /&gt;
&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the {{L|grower}} skill should then start clearing out any rubble or other impediments away from the farm plot. Trees inside the plotted area must be cleared by a {{L|wood cutter}} before you lay it out or that tile will be skipped. Shrubs and saplings must also be cleared beforehand, even already dead ones. Living shrubs may be gathered by an herbalist, while dead shrubs and saplings may be cleared by trampling or by constructing and deconstructing a {{L|wall}} or {{L|floor}} over the tile. Boulders can be {{L|smooth}}ed away, but the resulting stone floor must then be irrigated.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See {{L|Farming#Planting|farming}}.&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 5x5 plot should be enough to feed a starting fortress; 5x10 should be enough to feed a full fortress. Make sure to have at least one dedicated grower, as planting skill significantly impacts output. Much smaller plots can serve smaller forts, and if you supplement them with {{L|herbalist|plant gathering}}, {{L|hunting}}, {{L|fishing}}, or {{L|trade|trading}} they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in {{L|underground}} farm rooms for farmers to stack spare boulders. Stones that get moved under {{L|door}}s in a farm will keep them open, causing potential flooding problems if you need to {{L|irrigation|irrigate}}.&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot with tiles both above-ground and below-ground, it will show as one or the other, but a farmer trying to plant an underground crop in the field will fail and stop working if he first goes for an above-ground tile, or vice versa, making such a plot frequently unusable.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Farming}} for a complete guide&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile_attributes|Tile attributes}}&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92277</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92277"/>
		<updated>2010-04-13T18:19:06Z</updated>

		<summary type="html">&lt;p&gt;Retro: rearranged articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (udually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and water through the military screen's '''supplies tab'''. Currently this feature appears broken {{version}}, and dwarves will automatically carry any nearby drink and two items of food. Make sure your dwarves have access to {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapons}}&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=92274</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=92274"/>
		<updated>2010-04-13T18:08:03Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Squads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy|bugsection=Reported Military-Related Bugs}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} 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}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''Related articles:''&lt;br /&gt;
* For a list of frequently asked questions, see the {{l|Military F.A.Q.}}&lt;br /&gt;
* For a general overview of threats and considerations for fortress defense, see the {{l|Defense guide|Defense Guide}}.&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Security design|Security 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|Trap Design}}.&lt;br /&gt;
* For specific advice on how to get your soldiers prepared for any threat, see {{l|military design|Military Design}}.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''{{l|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. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&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;
This article is about the general aspects of what comprises a military. For more detailed information including specific keypresses, see the associated article expanding on a subject.&lt;br /&gt;
&lt;br /&gt;
==Squads==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads}}''&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
*For some reason your '''{{l|leader|expedition leader}}''' can not be appointed as a militia captain or commander. He can still be assigned to a squad as a regular soldier however. It is unknown if this is intended behavior.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Equipping Soldiers}}''&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once (much like a template). Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.&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|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 and 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;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years. {{version|0.31.02}}&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Directing Soldiers=&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 '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
==Active Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==Passive Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are still necessary for training, but due to a bug it appears that your dwarves will only train when Inactive, despite what the Train command may have you believe. Marksdwarf training also appears to still be a bit glitchy.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Reported Military-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If one of your soldiers equips a dagger it causes an immediate crash when you select that squad in the military screen. Editing your raw files and replacing [SKILL:DAGGER] with [SKILL:SWORD] is a workaround that prevents this crash.[[http://www.bay12games.com/dwarves/mantisbt/view.php?id=378]]&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; notably marksdwarves (who try to train not with archery practice but by sparring with crossbows as blunt weapons).&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=92273</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=92273"/>
		<updated>2010-04-13T18:06:50Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Passive Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy|bugsection=Reported Military-Related Bugs}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} 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}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''Related articles:''&lt;br /&gt;
* For a list of frequently asked questions, see the {{l|Military F.A.Q.}}&lt;br /&gt;
* For a general overview of threats and considerations for fortress defense, see the {{l|Defense guide|Defense Guide}}.&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Security design|Security 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|Trap Design}}.&lt;br /&gt;
* For specific advice on how to get your soldiers prepared for any threat, see {{l|military design|Military Design}}.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''{{l|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. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&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;
This article is about the general aspects of what comprises a military. For more detailed information including specific keypresses, see the associated article expanding on a subject.&lt;br /&gt;
&lt;br /&gt;
==Squads==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads}}''&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
*For some reason your '''{{l|Expedition Leader}}''' can not be appointed as a militia captain or commander. He can still be assigned to a squad as a regular soldier however. It is unknown if this is intended behavior.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Equipping Soldiers}}''&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once (much like a template). Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.&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|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 and 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;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years. {{version|0.31.02}}&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Directing Soldiers=&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 '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
==Active Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==Passive Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are still necessary for training, but due to a bug it appears that your dwarves will only train when Inactive, despite what the Train command may have you believe. Marksdwarf training also appears to still be a bit glitchy.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Reported Military-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If one of your soldiers equips a dagger it causes an immediate crash when you select that squad in the military screen. Editing your raw files and replacing [SKILL:DAGGER] with [SKILL:SWORD] is a workaround that prevents this crash.[[http://www.bay12games.com/dwarves/mantisbt/view.php?id=378]]&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; notably marksdwarves (who try to train not with archery practice but by sparring with crossbows as blunt weapons).&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=92272</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=92272"/>
		<updated>2010-04-13T18:06:02Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&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, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&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;
Alternatively, you can simply create your first squad and assign a dwarf into the first position which will make him the militia commander automatically. Oddly enough this works even if you currently have no '''{{l|Expedition Leader}}'''. The expedition leader can not be assigned as the militia commander although he may be assigned as a regular militiadwarf. &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 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&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;
===Arsenal Dwarf===&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|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 and 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;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&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 stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an 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 order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''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;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. 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. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92271</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92271"/>
		<updated>2010-04-13T18:05:27Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Coming Soon */ need weapon material/weight/quality info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92270</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=92270"/>
		<updated>2010-04-13T18:04:04Z</updated>

		<summary type="html">&lt;p&gt;Retro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beasts|horrors}} {{l|megabeasts|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapon and Military Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}} they are assigned (or {{l|wrestling}}, if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. Recruits, or dwarves who have not specialized in a fighting style, are technically militia-dwarves who will still perform civilian duties {{verify}}. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills.&lt;br /&gt;
:* {{L|Archer}} {{verify}} &amp;lt;!--Pretty sure I saw Toady mention dwarves could do this now--&amp;gt;&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important. &amp;lt;!--Please verify what all of these are... I don't know Striker or Fighter, and I'm not sure if Kicker is appropriate to list--&amp;gt;&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order, though currently this feature is bugged {{version}}. Dwarves will train with whatever weapon you assign them. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they may resort to bashing each other with their {{l|crossbow}}s.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and water through the military screen's '''supplies tab'''. Currently this feature appears broken {{version}}, and dwarves will automatically carry any nearby drink and two items of food. Make sure your dwarves have access to {{l|waterskins}} and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in {{L|slash}} damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in {{L|bludgeon}} damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in {{L|pierce}} damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal {{L|slash}} damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal {{L|pierce}} damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze collosus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 15th level)'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Unlike previous versions, heroes can be removed from duty, but gain a {{l|thought|very bad thought}} from this. Note that non-weapon or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (udually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, depending on the weapon assigned to the dwarf, or on the chance occasion that a civilian dwarf is forced into combat by enemies and wins. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblins}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapons}}&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92239</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92239"/>
		<updated>2010-04-13T17:01:13Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Great soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=92204</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=92204"/>
		<updated>2010-04-13T16:23:44Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Demons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.&lt;br /&gt;
&lt;br /&gt;
The only common feature to all demons seems to be a hatred for all things dwarfy. Though their creature data seems to have been removed from the raws by [[Toady One|Toady]] in order to make them more mysterious and 'final,' they will always be portrayed as an ampersand (&amp;amp;).&lt;br /&gt;
&lt;br /&gt;
They will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92201</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92201"/>
		<updated>2010-04-13T16:18:46Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Coming Soon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92199</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=92199"/>
		<updated>2010-04-13T16:18:04Z</updated>

		<summary type="html">&lt;p&gt;Retro: /* Great soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
Just as a heads-up, tomorrow (or perhaps even tonight) I'll be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Retro</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Retro&amp;diff=92198</id>
		<title>User talk:Retro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Retro&amp;diff=92198"/>
		<updated>2010-04-13T16:16:35Z</updated>

		<summary type="html">&lt;p&gt;Retro: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Undergrotto needs a king ==&lt;br /&gt;
&lt;br /&gt;
Somewhere you mention that Undergrotto has yet to receive a king despite its massive wealth.  Have you offered several hundred thousand wealth (i.e., for free) to the dwarf caravan?&lt;br /&gt;
--[[User:Wyriel|Wyriel]] 21:09, 16 March 2010 (UTC)&lt;br /&gt;
:Far more than that, I believe. My issue was that I cut off the population before my count became a duke (ie. 140 dwarves), and then when I reset it and let the game play out another year and a half while creating wealth, trading regularily, and having no deaths, I never got more than a single migrant again. I tried raising the baby cap, too, but I only got like two extra babies. So thirty dwarves short of a duke, I just gave up, reverted back to the pre-wasting-time save, and figured if I ever cared enough I could go back and fuddle around with it. I've never actually had a king before though (HFS or regular) so maybe I missed something obvious. --[[User:Retro|Retro]] 01:29, 17 March 2010 (UTC)&lt;br /&gt;
::I've had a king at a mere ~100 dwarves.  The init.txt file says something like 80 dwarves for a king and 100 for all (currently implemented) game features.  As I recall, the thing that actually got in my way was the paved road (or bridges) requirement.  I had to invest 10 times more effort in building roads than I had previously; and roads are annoying: they can't be trapped.  My savefile with a queen (long after her arrival though) has wealth figures approx: 21.6 million in created wealth, 2 million in architecture, 1.8 mil in imported wealth, 5.8 mil in total exported wealth, 4 mil in wealth exported to the dwarves, and almost but not quite 1 mil in wealth simply given away to the dwarves.  I guess the humans arrive at a better time -- almost 8 mil given away for free to them.  The wiki does have an article (but without any numbers): [[King]] --[[User:Wyriel|Wyriel]] 19:40, 18 March 2010 (UTC)&lt;br /&gt;
:::Huh. I know you('re supposed to) need to get 140 dwarves to get a duke/duchess, and 'The Incoming King/Queen' shouldn't show up on your noble screen until you do. My battle was with the popcap; once I knew the value I needed to make for roads and whatnot I figured it wouldn't be a problem. I just wanted to hit the popcap to summon a Duke / upgrade my Count. Dunno then. -- [[User:Retro|Retro]] 21:13, 18 March 2010 (UTC)&lt;br /&gt;
::::Well I confirmed that discovering adamantine is sufficient for getting the king.  The fortress is in year 23, starting from 19, 61 dwarfs prior to the king arriving.  Some time -- 1 or 2 years -- has passed between discovering adamantine and the king actually showing up. --[[User:Wyriel|Wyriel]] 10:37, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting Carp ==&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;The carp cannot be pitted into these 1x1 channels as that requires dragging them, thus killing them through drowning.&amp;quot;&lt;br /&gt;
They drown '''that''' quickly? Does it not even suffice to build/stockpile the cage 1 tile away from the pit? --[[User:Quietust|Quietust]] 02:32, 26 March 2010 (UTC)&lt;br /&gt;
::I went with the mentality of &amp;quot;drowning is near-instant, just be over-cautious,&amp;quot; but upon reading this rethought it and tested it out. Building the cage directly adjacent works fine; more than few tiles, though, and there's a good chance of it dying. I'll go update the section to reflect that. --[[User:Retro|Retro]] 03:27, 26 March 2010 (UTC)&lt;br /&gt;
::(further edit - 43 tiles of dragging was possible with attribute-less dwarf doing the dragging; thus anything within 30 tiles should be safe) --[[User:Retro|Retro]] 16:46, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace Redirects ==&lt;br /&gt;
&lt;br /&gt;
Please, when you make redirects from mainspace to a version specific namespace (for example the HFS -&amp;gt; DF2010:Hidden fun stuff redirect you made), redirect to cv: and not DF2010. [[User:Emi|Emi]] 04:31, 3 April 2010 (UTC)&lt;br /&gt;
:Yeah, saw you fix that right after. Got it now, thanks. I'm not so used to wiki syntax but I'm getting there. --[[User:Retro|Retro]] 04:33, 3 April 2010 (UTC)&lt;br /&gt;
::Oh, you used wiki syntax just fine, our set up is just a little weird. If you have any questions feel free to ask on my talk page, or via IRC on Newnet. [[User:Emi|Emi]] 04:35, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler Image ==&lt;br /&gt;
&lt;br /&gt;
Go for it. --[[User:Briess|Briess]] 03:23, 4 April 2010 (UTC)&lt;br /&gt;
== Buzzard Bait (or w/e the image is called) ==&lt;br /&gt;
Images are force-cached for 1 year on the wiki.  You have to force refresh in order for the new image to show up.  That's working as intended (and as designed). --[[User:Briess|Briess]] 02:24, 5 April 2010 (UTC)&lt;br /&gt;
: I was going to drop by to explain this one but I see [[User:Briess|Briess]] beat me to it. Apparently we were both fooled by the caching behavior which caused quite a little mess. Thanks for your help anyhow. [[User:Doctorzuber|Doctorzuber]] 03:24, 5 April 2010 (UTC)&lt;br /&gt;
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==Military and stuff==&lt;br /&gt;
Okay, I'm done fiddling with it for now. I was just adding in a few odds and ends that I thought were lacking. I must say, the pages are looking very nice. Good job on the editing. [[User:Doctorzuber|Doctorzuber]] 03:44, 6 April 2010 (UTC)&lt;br /&gt;
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== Demonic [F]fortress ==&lt;br /&gt;
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All good.  I stepped in after I saw you had issues with the redirect and just moved the articles over. :) --[[User:Briess|Briess]] 00:36, 7 April 2010 (UTC)&lt;br /&gt;
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== Revert on Military ==&lt;br /&gt;
Not that it's a big deal or anything but I'm curious why you reverted my last adjustments on the military page? [[User:Doctorzuber|Doctorzuber]] 03:08, 8 April 2010 (UTC)&lt;br /&gt;
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== IRC? ==&lt;br /&gt;
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Think you could get on to Newnet and query me? [[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;]] 20:18, 11 April 2010 (UTC)&lt;br /&gt;
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==Good work==&lt;br /&gt;
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Hey Retro,  Thanks for the military walk through.  I looked at the page ~week ago and while the words were there, it still was very cumbersome to use.&lt;br /&gt;
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Do you plan to include a section on barracks and their roles? For example how to assign them to squads and what the Indiv, Train, Squad do? Also, in the scheduling, you can select civilian clothes or something like that.  What does that do? And the over the clothes option?  Thanks!--[[User:Kwieland|Kwieland]] 16:03, 13 April 2010 (UTC)&lt;br /&gt;
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:Thanks! I've been trying to rearrange the military category stuff so that people can find everything they're looking for. I was going to just finish up with the squads menu later, but I think I can add a bit on that! I'm surprised I forgot them, actually. Civilian/squad clothes means that when a soldier's not actively doing something (no move/kill orders and empty scheduling) they'll either dress back to whatever they want or keep their uniform on, I believe. I'd guess 'over clothes' means they'll wear their uniform. over their clothes rather than replacing their clothes with their uniform, but I haven't tested it much. I need to go work on the Soldier page before I get back to the walkthrough, though that's been on the backburner for too long. --[[User:Retro|Retro]] 16:15, 13 April 2010 (UTC)&lt;/div&gt;</summary>
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