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Difference between revisions of "v0.31:Military"

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(yeah still working on this, lots of progress though. done with alerts, next is scheduling and the rest :P)
(scheduling is touched up and now incorporates stations/routes plus training/'defend burrows'. only kill orders left to do.)
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Before you can do anything with your military you need to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders are also 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.
 
Before you can do anything with your military you need to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders are also 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.
  
When you have designated a commander/captain, going to the military screen will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. Doing that moves the the display of the dwarf from the civilian heading to the squad heading. You can then fill out the squad with any civilian in the fort.
+
When you have designated a commander/captain, going to the military screen will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. Doing that moves the the display of the dwarf from the civilian heading to the squad heading. You can then fill out the squad with any civilian in the fort. No dwarves can be assigned under your militia commander; he is a squad of his own.
  
 
==Equipment and Uniforms==
 
==Equipment and Uniforms==
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==Alert levels==
 
==Alert levels==
  
The '''alert level''' is a fundamental concept of military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Active/Train' and will do nothing but train.
+
The '''alert level''' is a fundamental concept of military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.
  
 
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.
 
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.
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==Scheduling==
 
==Scheduling==
  
Each squad can be given a schedule to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen.
+
Each squad can be given a '''schedule''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.
  
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 / and * numpad keys. You can use the + and - numpad keys 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 up and down the month list, and the left/right arrow keys to navigate between the squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.
+
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.
  
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's 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 and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.
+
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.
 +
 
 +
Orders have a soldier-based criteria that must be filled for the order to take effect. Using the secondary up/down keys you can choose how many soldiers must be in a squad minimum for the order to activate; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try and apply when the dwarves in those positions are active<!--CONFIRM?-->. 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.
  
 
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.
 
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.
  
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one.  
+
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.
 +
 
 +
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.
 +
 
 +
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least 1 or 2 dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.
 +
 
 +
The orders are listed below as follows:
 +
 
 +
===Training===
 +
 
 +
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 pin particular they'll just use whatever they feel like, as per normal.
  
By pressing Shift-Tab in the main military screen, you can flip 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.
+
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<!--WHAT ON EARTH DO THE LAST TWO MEAN-->. 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.
  
Warning, dwarves who are set to do nothing but train 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 : from the schedule screen, edit (o)rders, and use (-) until the value is 1 or 2 less than the current number of soldiers in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.
+
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.
  
<<A squad automatically defaults to 'training' all year until otherwise defined.
+
===Defend Burrows===
  
The squad defaults to training all the time (see its 's'chedule on the military screen).
+
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. <!--COULD USE MORE DETAIL + CONFIRMATION-->
To actually make them train, though, you need to activate them:  's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.
 
You also need to create a barracks from a bed, armour stand, archery target, or weapon rack, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.>>
 
  
==Stations and Routes==
+
===Stations===
  
Stations are set in the {{k|N}}otes menu. Simply place a point where you want a squad to stand, give it a name if you want to be able to find it quickly, then give your desired squads orders to guard that station.
+
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.
  
Routes are made by combining stations. Once you have stations set along your desired route (at least 2, or you can't make a route), 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.
+
===Routes===
 +
 
 +
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be arbitrarily made; only stations can be selected as waypoints.
 +
 
 +
==Direct Orders==
  
==Kill orders==
 
 
The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves.
 
The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves.
  
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6. Watch your dwarves fulfill their beardhood or join the halls of their fathers.
 
6. Watch your dwarves fulfill their beardhood or join the halls of their fathers.
 
==Training Your Forces==
 
 
To get marksdwarves to train in any way other then bashing each other with their crossbows, you need two things. First, they must have quivers. Archers will no longer fire bolts without a quiver to store them in. Second, you need to have an archery range that is set up for the squad and listed as a Training area for that squad.
 

Revision as of 05:17, 5 April 2010

Template:AV


The military is one of the most important aspects of a successful fortress. Even with many Template:L, Template:Ls and Template:L, your military will still need to fend off Template:L Template:Ls, Template:Ls, Template:Ls, and fiendish Template:L Template:L. Turning your dwarves from useless migrants into bloodthirsty killing machines never hurts (unless you're the enemy).

See also:

  • A Template:L to the military interface.
  • For a general overview of threats and considerations for fortress defense, see the Template:L
  • For specific suggestions on the physical defenses that will defend your military, see Template:L.
  • For complex traps that are not a minor/optional part of a larger defensive plan, (but might be adapted or plugged into one) see Template:L.

Creating a Military

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.

For quick reference: from the main menu the military screen is accessible through the m key, the squads screen is accessible through the s key, the points/routes/notes screen is accessible through the N key, and the Template:L screen is accessible through the w key.

Forming Squads

Before you can do anything with your military you need to go into the noble screen (n) and designate a Template:L. Subsequent squad leaders are also designated through the nobles screen; once you designate a militia commander it will open up a slot for a Template:L, and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent.

When you have designated a commander/captain, going to the military screen will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. Doing that moves the the display of the dwarf from the civilian heading to the squad heading. You can then fill out the squad with any civilian in the fort. No dwarves can be assigned under your militia commander; he is a squad of his own.

Equipment and Uniforms

In the military screen, press u 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.

While still in the military screen, press e to open the equipment tab. The default sub-tab, 'View/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from Armor, Leggings, Helms, Gloves, Boots, Shields, and Weapons, as well as Material and Color depending on the piece of equipment highlighted. 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.

To apply your preset uniform templates, press U in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing enter will apply the selected uniform to the individual dwarf of your choosing, and shift+enter will apply the selected uniform to the entire squad.

For ranged soldiers, open the ammunition (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.

In the early stages of your fort your dwarves will equip themselves, but once enough migrants have arrived your fortress will require an Template:L (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 Template:L, an arsenal dwarf will need to sign off on equipment changes before they can be made.

Note that if you don't have an option for arsenal dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an arsenal dwarf when you need one.

Directing Squads

Getting your military to actually do something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give kill orders to attack one or more specific targets, or follow patrol routes and stations with greater accuracy.

Alert levels

The alert level is a fundamental concept of military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.

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 Template:L encompassing the area you want to restrict your civilians to. Then, go to the alert screen (a in the military screen), create a new alert level (you can Name 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.

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 enter. You can also select a squad's alert level by pressing s to open the squads menu, a to select a squad, and t to scroll through alerts. You can change the currently active civilian alert level by pressing 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.

Scheduling

Each squad can be given a schedule to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The scheduling screen can be accessed by pressing s in the military screen.

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 / and *). You can use the secondary up/down keys (by default + and -) 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.

When you've highlighted a cell, press tab to switch focus to this order list. From here, you can press e to edit the standing orders or o to give a new one. Both will open to the Give Orders screen. Pressing 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 Template:L, 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 enter. It should now be highlighted in green.

Orders have a soldier-based criteria that must be filled for the order to take effect. Using the secondary up/down keys you can choose how many soldiers must be in a squad minimum for the order to activate; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try and apply when the dwarves in those positions are active. When you are done, press shift+enter to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.

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.

To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one.

By pressing shift+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.

Warning: Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least 1 or 2 dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.

The orders are listed below as follows:

Training

For your dwarves to train a Template:L must be designated. This can be done through using 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 pin particular they'll just use whatever they feel like, as per normal.

When being viewed, barracks can now be named, used for sleeping, training, or {{k|i}]ndiv eq. and squad eq. 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.

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 training area for that squad.

Defend Burrows

After a Template:L has been created in the 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.

Stations

Stations are set in the Notes menu. Simply place a point where you want a squad to stand, give it a name if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.

Routes

Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit routes while in the Notes menu. add a route, name it something appropriate, then edit its waypoints. You need to add the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be arbitrarily made; only stations can be selected as waypoints.

Direct Orders

The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves.

Kill Order steps - as new DF can be confusing:

1. Have a squad(s) set up through the 'm'ilitary menu at the main screen. Start a new squad if necessary by moving over to the dwarves and selecting them. Now assign proper weapons and armor. You do not need to mess with alerts or schedules at this time. You should always have a squad set up before everything goes to Armok, but this command may be utilized to have civilians join in a last ditch defense.

2. Go back to the main screen, then press 's' to access the 's'quad menu.

3. Press either 'a'/'b'/'c'/etc or 'A' 'B' 'C' to select the squad(s) that will execute the Kill Order. You may press 'p' if you want to toggle between having an individual dwarf or the squad perform the kill order.

4. After selecting which dwarves will execute the kill order, press 'k' for "Attack".

5. Now you have several options, you can move the cursor to what you want to die and press 'enter', press 'l'ist and select what you want to die from a list, or 'r'ectangle to select an area of things you want dead.

6. Watch your dwarves fulfill their beardhood or join the halls of their fathers.