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==Miners Refuse to Mine After Being Drafted and Seeing Action==
 
In my last fort the first wave of immigrants had two high skill miners to complement my embark miners.  Three of them were legendary before the first macaque wave.  I drafted all four miners to commit monkey murder with their mining implements but after the carnage was over three of them did nothing but sit around and share war stories while the one non-legendary miner was doing all the work.  The only way I got them back on the job was to kick them out of the army.[[User:Rembrandtq|Rembrandtq]] 13:08, 18 December 2010 (UTC)
 
 
==Weapon Priority, Available Teachers, & Training==
 
I know a lot of people have trouble getting dwarves to train using crossbows. Recently, I encountered the opposite problem: they were training nothing but crossbows. Two things are possibly at play here. One, I set up custom uniforms, and crossbows were ahead of melee weapons in the uniform list. Second, I had a few immigrants show up with great crossbow skills, but nobody with anything more than novice melee. Any thoughts? Can anyone confirm whether weapon priority in the uniform list influences training? They all had melee weapons, but in the latest combat, chose to bash goblins with their crossbows. I think I'll be adjusting uniforms to see if that changes things. [[User:GhostDwemer|GhostDwemer]] 01:17, 3 November 2010 (UTC)
 
 
: I think if you put crossbow first, they use that for melee. So give them a melee weapon first, then a crossbow.
 
 
 
==Demonstration Leaders==
 
==Demonstration Leaders==
 
It seems that the only dwarves leading demonstrations are the ones that are the highest in that skill. Will my dwarves not practice wrestling if no one is a wrestler already? I'm going to try and verify this...--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:57, 10 June 2010 (UTC)
 
It seems that the only dwarves leading demonstrations are the ones that are the highest in that skill. Will my dwarves not practice wrestling if no one is a wrestler already? I'm going to try and verify this...--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:57, 10 June 2010 (UTC)
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==Everybody inside==
 
==Everybody inside==
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any [[trap|unpleasantness]] you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.
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To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.
  
 
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.
 
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.
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:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)
 
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)
 
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.
 
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.
:::::::I was, thanks! We now have a '''[[v0.31:Squads|squads]]''' page and a '''[[v0.31:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)
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:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)
 
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)
 
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)
 
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)
 
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)
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:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)
 
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)
 
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)
 
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[v0.31:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)
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:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)
 
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)
 
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)
 
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010
 
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010
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: Archery seems to be entirely broken (up through 31_08 at least).  The only way I've found to get dwarfs to practice archery is to make them hunt.  But even then, practicing archery is only good for... more hunting.  Not that there's anything wrong with that. --[[User:Greycat|Greycat]] 15:08, 23 June 2010 (UTC)
 
: Archery seems to be entirely broken (up through 31_08 at least).  The only way I've found to get dwarfs to practice archery is to make them hunt.  But even then, practicing archery is only good for... more hunting.  Not that there's anything wrong with that. --[[User:Greycat|Greycat]] 15:08, 23 June 2010 (UTC)
 
::What is the difference between Archery and crossbow?  I've had dwarfs show up with skills in Bow and Archery.  I thought dwarfs didn't (couldn't?) use certain weapons?--[[User:Kwieland|Kwieland]] 01:52, 24 June 2010 (UTC)
 
:::At a loose guess, Archery is the skill of hitting faraway things, while Bowdwarf/Marksdwarf/Blowgunner is the skill of using the respective weapon. Like Fighter versus Swordsdwarf.  Dwarves don't MAKE many weapons... but they can USE all but the largest, AFAIK. --[[User:DeMatt|DeMatt]] 01:59, 24 June 2010 (UTC)
 
::::40d:Weapon quotes these as two handed sword, great axes, mauls, pikes, and Halbards? Is this still true?  I can have dwarf lashers, etc?--[[User:Kwieland|Kwieland]] 01:44, 25 June 2010 (UTC)
 
  
 
== Equip Assignment Crash Bug ==
 
== Equip Assignment Crash Bug ==
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==Food and Water==
 
==Food and Water==
  
Either this page or the [[v0.31:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)
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Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)
 
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)
 
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)
My squad members tend to drop food everywhere and not pick it up.  This causes miasma as I can't dump owned food.  I just switch off food carrying and will report is that helps [[User:Rembrandtq|Rembrandtq]] 00:45, 23 December 2010 (UTC)
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==Endless individual training bug?==
 
==Endless individual training bug?==
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Does anybody else run into this infuriating issue?
 
Does anybody else run into this infuriating issue?
 
:Every dorf has the sacred responsibility to drop his weapon before going into combat, lest he injure the enemy, but if you leave them as civilians right up to the instant of combat, they might not get the chance to put away their weapons before being pulled into a fight.  But I haven't managed to get them to ''drop'' their weapons without forbidding the weapon - otherwise given the chance they want to take it back to a faraway stockpile and leave it to the civilians to fight.  I think it might work to try going into the military screen for the squad you've created, hitting "e" for equip, "W" for weapon, and choose ''specific weapon'' from the menu, then choose that particular dorf's specific weapon.  Note that this one option gives you the green check mark right away, no arsenal dorf input required.  But I'd still bet they'll drop the weapons just as a matter of civic duty... [[User:Dorf and Dumb|Dorf and Dumb]] 21:34, 26 June 2010 (UTC)
 
::Right now, Kill orders are buggy in that fashion.  However, MOVE orders tend to work as advertised.  So, if you're moving your squads around, they might reequip before they obey your first Move order, but they won't reequip between slaughtering stuff and following your next Move order.  Not perfect, but close.  Do note that after a soldier uses his weapon for a while (for training, say), he'll keep it and it'll become forbidden. --[[User:DeMatt|DeMatt]] 06:03, 27 June 2010 (UTC)
 
  
 
== More of a "getting started" slant? ==
 
== More of a "getting started" slant? ==
  
 
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a "Getting started with a military" perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).
 
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a "Getting started with a military" perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).
 
== Is equipment weight to blame? ==
 
 
I was just trying to figure out how to get some dorfs to fight Plump Helmet Men (very nice creatures who seem to pose no hazard, leaving them to act on their own).  Hunting works, but so far what I'm seeing from the military is dorfs running out with crossbows and no ammo and standing close by their purple-helmeted friends without doing anything nasty, or heading out with crossbows and barrels of booze, then realizing once they get there that they have to put the booze back, then coming out and doing as before, or even dorfs with axes and full armor standing by the plump helmet men, and doing nothing.  The only way I get them to actually FIGHT is to hit enter in the equip screen to cancel all their equipment, and then they ravish the plump helmet men down to reds all up and down the list of washable parts.  (If they can do anything more than that, it must require a ''very'' long period of intense squeezing and stroking)
 
 
Anyway, I wonder if the dorfs just aren't strong enough to hold everything ''in combat'' even though they carry it normally to get to combat, and their response is to stand still? [[User:Dorf and Dumb|Dorf and Dumb]] 21:25, 26 June 2010 (UTC)
 
:Doubt it.  I've got soldiers who are quite happy to implement [http://df.magmawiki.com/index.php/File:Champions.png divorce proceedings], using an assortment of assigned weaponry.  All melee, though, the only thing my ranged dwarves like to do is bash things.  Are those Plump Helmet Men actually hostile, or at least "Wild Animals"?  Are you using a Kill order, a Move order, or are you positioning them with a schedule order? --[[User:DeMatt|DeMatt]] 06:11, 27 June 2010 (UTC)
 
::It was a plain kill order.  The other stuff looks too complicated ;) <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Dorf and Dumb|Dorf and Dumb]]</small>
 
:There ya go.  Use a Move order ({{k|m}} in the squad menu, as opposed to {{k|k}} for a kill order) to move your squads in the vicinity of hostile targets, and let them decide to kill stuff.  It works better.  Of course, they'll ignore friendly targets. --[[User:DeMatt|DeMatt]] 20:25, 27 June 2010 (UTC)
 
 
== Knife user crash: Fixed. ==
 
 
Can anyone else confirm that it's definitely fixed now? I'm playing 31.13 and one of my dwarves is a wrestler on my military screen because he picked up a large steel dagger off a kobold thief early into my fortress and refuses to drop it. He's now a high master knife user and I can manipulate his squad just fine with no crashings. --[[User:Eurytus|Eurytus]] 12:15, 19 September 2010 (UTC)
 
 
== Examples ==
 
Given the military screen's complexity, specific examples with screenshots would be very helpful. Here are a few stages that I've come up with. Do people think these are good ideas? See any potential problems with them?
 
 
* Outpost (Embark) - Create a squad of your miners and woodcutters. Equip them. Set their alert levels so that they don't all need to train at the same time. Create a training barracks for them. Direct them to attack something. Direct them to stop.
 
 
* Hamlet - Create a squad of marksdwarves and 2 small squads of melee fighters/haulers. Create training spaces for them. Set up the marksdwarves to occasionally train while still primarily performing their civilian tasks. Set up the 2 melee squads so that one squad is training for 6 months while the other is performing civilian labors.
 
 
* Village & beyond
 
 
I could probably create an outpost-level demonstration/walkthrough, and am trying to figure out the details of Hamlet-level now. I have no idea what more advanced topics might include. --[[User:Romeofalling|Romeofalling]] 22:08, 2 October 2010 (UTC)
 
 
== What are effective training methods for the military? ==
 
 
Archery training seems to work pretty well now. But for melee training, they seem to stand around the barracks doing pretty much nothing. Some dwarves don't even go to the barracks, they hang around the leather armour stockpile with tasks like "Go to combat training". Not that it makes that much difference. Some dwarfs have been in the army for years and are still dabblers.
 
 
Here are things that work, more or less:
 
 
* Fight anything that turns up. Dwarfs get experience from being in battle.
 
 
* Arena. Give a dwarf good armour and a wooden crossbow with no ammo. They train up pretty fast in hammerdwarf. But they might get attached to the wooden crossbow. Also it is a lot of micromanagement, building cages, connecting them to levers, pulling levers, etc. And only a few dwarfs can do it at once, due to the lack of training targets.
 
 
* Danger room. Fill a room with upright spear traps with training spears. Get somebody to pull the lever on repeat, the dwarfs train up quite fast. Dogs, cats, babies, and children might be killed however.
 
 
Are there any other effective ways to train up a good military? [[Special:Contributions/220.253.87.249|220.253.87.249]] 02:30, 5 January 2011 (UTC)
 

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