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This is a hands-on walkthrough of the '''[[military]]''' screens.
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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
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This is a hands-on walkthrough of the new '''{{l|military}}''' and '''{{l|squads|squad}}''' screens.
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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)''
  
  
 
=Walkthrough=
 
=Walkthrough=
  
So, you've just [[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?!''
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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?!''
 
 
This is a typical reaction to the military interface in DF v0.31. 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.
 
  
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).
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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.
  
 
==Squad Positions==
 
==Squad Positions==
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[[File:Military positions 1.png]]
 
[[File:Military positions 1.png]]
  
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 left/right 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.
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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.
 
 
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.
 
  
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 {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).
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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}}).
  
  
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[[File:Military nobles 1.png]]
 
[[File:Military nobles 1.png]]
  
See the slot for '''[[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.
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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.
  
  
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[[File:Military positions 2.png]]
 
[[File:Military positions 2.png]]
  
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.
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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.
  
  
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[[File:Military nobles 2.png]]
 
[[File:Military nobles 2.png]]
  
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'' assigning 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.
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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.
  
  
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[[File:Military positions 4.png]]
 
[[File:Military positions 4.png]]
  
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.
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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.
  
 
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.
 
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.
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==Alerts==
 
==Alerts==
  
The '''alerts tab''' is where you can create [[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.
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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).
 
 
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) by pressing {{k|enter}} while highlighting one in the right pane.
 
  
  
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[[File:Military alerts 1.png]]
 
[[File:Military alerts 1.png]]
  
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 will keep them in your Barracks doing demonstrations and sparring. 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.
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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.
  
  
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We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.
 
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.
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==Equipment==
 
==Equipment==
  
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:
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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:
 
 
 
 
  
 
===View/Customize===
 
===View/Customize===
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[[File:Military equipment 1.png]]
 
[[File:Military equipment 1.png]]
  
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|m}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.
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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}}.
  
  
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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.
 
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.
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===Assign Uniforms===
 
===Assign Uniforms===
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[[File:Military equipment 3.png]]
 
[[File:Military equipment 3.png]]
  
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. The right pane lists assigned equipment on each dwarf. This does not necessarily mean that the dwarf is carrying it, merely that it's been assigned and should, theoretically, pick it up. If there are more requests for a given type of equipment than there are items, the squad at the top of the list will have first pick out of the available gear, and the next squad the second, and so on. Moving on to the '''uniforms tab''' ({{k|n}})
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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'''!
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==Uniforms==
 
==Uniforms==
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[[File:Military supplies.png]]
 
[[File:Military supplies.png]]
  
The '''supplies tab''' is where you can decide which squad carries what using the secondary up/down keys. Note that this has bugs as of 31.25 ({{bug|2008}}). The default settings should be fine for now; let's continue on.
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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.
 
 
Should you want to change any (or see what you can do), you can toggle through the drink orders by pressing {{k|-}} and  {{k|+}}, and through the food amount by pressing {{k|/}} and {{k|*}}.
 
  
 
==Ammunition==
 
==Ammunition==
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[[File:Military schedule 1.png]]
 
[[File:Military schedule 1.png]]
  
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 but Train orders.
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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.
  
  
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[[File:Military schedule 2.png]]
 
[[File:Military schedule 2.png]]
  
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 the next three 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.
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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.
  
  
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[[File:Military routes 1.png]]
 
[[File:Military routes 1.png]]
  
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.
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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.
  
  
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[[File:Military routes 2.png]]
 
[[File:Military routes 2.png]]
  
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Similar to points, you can rename routes by pressing {{k|n}}. 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. (In case you've forgotten, {{k|m}} then {{k|s}}!)
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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.
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===Give orders===
 
===Give orders===
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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.
 
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.
 
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|e}} to edit 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.
 
  
  
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We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.
 
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.
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=Squads=
 
=Squads=
  
:''This section of the walkthrough is still in progress. For now, relevant information is located on the [[Squads]] page.''
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:''This section of the walkthrough is still in progress. For now, relevant information is located on the {{l|Squads}} page.
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==Move order==
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==Attack order==
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=Military=
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The '''military screen''' is brought up by using {{k|m}} in the main menu.
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==Positions==
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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.
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==Alerts==
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The '''alerts''' tab is opened with the {{k|a}} key.
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==Equipment==
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The '''equipment''' tab is opened with the {{k|e}} key
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===View/Customize===
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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.
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===Uniforms===
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The '''uniforms''' windows is opened with the {{k|U}} key.
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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.''
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===Priority/Assignments===
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The '''pri/assignments''' window is opened with the {{k|P}} key.
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==Uniforms==
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The '''uniforms''' tab is opened with the {{k|n}} key.
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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.''
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==Supplies==
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The '''supplies'' tab is opened with the {{k|u}} key.
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==Ammunition==
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The '''ammunition''' tab is opened with the {{k|f}} key.
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==Schedules==
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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}}.
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===Give Orders===
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The '''give orders''' screen is opened with the {{k|o}} screen when highlighting the correct squad/month scheduling slot.
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=Squads=
  
 
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.
 
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.
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'''Attack orders''' can be given with {{k|k}} once dwarves are selected.
 
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.
  
{{Military}}
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{{Military v0.31}}
 
 
{{Category|Interface}}
 

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