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Editing v0.34:Military design

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{{Quality|Exceptional|20:25, 30 April 2013 (UTC)}}
 
 
{{av}}
 
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{{Quality|Fine}}
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<!-- Editors & Contributors''': Please see the discussion page before posting. -->
 
<!-- Editors & Contributors''': Please see the discussion page before posting. -->
  
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==Training==
 
==Training==
{{Main|training}}
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One of the important parts of a military is to have dwarves with high physical [[attribute]]s and decent [[experience]] in [[combat skill]]s, and that requires training them up. See [[cross-training]] for suggestions on various attribute training plans.
The effectiveness of a given military dwarf is based primarily on three factors:
 
*[[Combat skill]]s
 
*Equipment
 
*Physical [[attribute]]s
 
 
 
Combat skill is arguably the most important factor.  Combat skill training can be accomplished through instruction, sparring, actual combat, or advanced techniques (exploits). For details, see [[training]].
 
  
See [[cross-training]] for suggestions on various attribute training plans.
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The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s are more suitable for combat training than others. See [[mass pitting]].
  
The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s, are more suitable for combat training than others. See also [[mass pitting]].
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For further information on how to better improve your dwarves training, see [[training]].
  
 
===Daylight training room===
 
===Daylight training room===
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* Every marksdwarf needs a quiver.
 
* Every marksdwarf needs a quiver.
 
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.
 
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.
* If they refuse to train, make sure to set them NOT to train, but instead to inactive. Disable all their labors and they will go to archery targets while idle.
 
  
 
==== Live targets ====
 
==== Live targets ====
Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. The bridge should connect the platforms where the goblins stand with the floor on the middle of the room. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away.   
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Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away.   
 
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{{diagram|spaces=yes|\
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  ╔═══════════╗   four z-levels up:
      z
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  ║***********  ╔═╦═╦═╦═╦═╗
  ╔═══════════╗                   z + 4
+
  ║*+*+*g*+*+*  *****
  ║........... goblins fall  ╔═╦═╦═╦═╦═╗
+
  ║***********  ║+║+║+║+║+║
  ║.+.+.[#F00]g.+.+.<------------- .....
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  ║▼*********▼║   ║+++++++++║
  ║...........              ║+║+║+║+║+║
+
  ║+++++++++++║   ║+++++++++║   
  ║▼.........▼║               ║+++++++++║
 
  ║+++++++++++║               ║+++++++++║   
 
 
  ║+++++++++++║       
 
  ║+++++++++++║       
 
  ║+++++++++++║      ║D║
 
  ║+++++++++++║      ║D║
  ║+++++++++++║      ║+║ - Locked tunnel
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  ║+++++++++++║      ║+║
  ║+++++++++++║     
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  ║+++++++++++║    Locked tunnel
  ║+++++++++++║     z - 1
+
  ║+++++++++++║     one z-level down
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║      ║+║
 
  ║+++++++++++║  ╔════╝D╚════╗
 
  ║+++++++++++║  ╔════╝D╚════╗
  ║...........║  ║+++++++++++║
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  ║***********║  ║+++++++++++║
 
  ║▼▼▼▼▼▼▼▼▼▼▼║  ║▲▲▲▲▲▲▲▲▲▲▲║
 
  ║▼▼▼▼▼▼▼▼▼▼▼║  ║▲▲▲▲▲▲▲▲▲▲▲║
 
  ║++☺+++☺++☺+║  ╚═══════════╝
 
  ║++☺+++☺++☺+║  ╚═══════════╝
 
  ║+☺++☺++☺+++║   
 
  ║+☺++☺++☺+++║   
 
  ║+++++++++++║   
 
  ║+++++++++++║   
  ╚════+++════╝
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  ╚════++═════╝
        ò - Lever to bridge (not represented)
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          ò   Lever to bridge
}}
 
  
 
==Squad management==
 
==Squad management==
 
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]].
 
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]].
  
Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly trained melee dwarves in the squad with them.
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Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them.
  
 
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element &mdash; [[losing|Fun happens]].
 
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element &mdash; [[losing|Fun happens]].
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==== Starter Uniform ====
 
==== Starter Uniform ====
  
# Wooden/Bone crossbows with Leather quiver and Bone (or Wooden) bolts, or any Metal melee weapons (only temporarily Wooden Elf/training weapons)
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# Leather shirts
# Wooden/Leather shields
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# Leather trousers
# Bone helms, upgrade to Metal soon
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# Leather armor
# Bone leggings
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# Leather low/high boots
 
# Bone gauntlets
 
# Bone gauntlets
# Wooden Elf-bought armor, otherwise Leather armor and add Metal mail shirts asap
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# Bone helms
# Wooden Elf-bought boots, otherwise Leather high boots or empty (civilian socks/shoes) until Metal high boots
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# Bone greaves
# Fill empty slots with civilian clothes (switch replace clothing to over clothing after available items were put on)
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# Wooden shields
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# Melee weapons (non-training) or Crossbows
  
 
==== Basic Uniform ====
 
==== Basic Uniform ====
 
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# Leather shirt
# Metal weapon, if using crossbows Leather quiver and Metal bolts
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# Leather trousers
# Wooden (for weight) or Metal (for rare shield bash) shield
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# Leather caps
# Metal mail shirt
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# Leather hoods
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# Leather gloves
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# Leather mittens
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# Leather shoes
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# Cloaks (6)
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# Socks
 
# Metal helm
 
# Metal helm
# Metal leggings
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# Metal mail armor
# Metal high boots
 
 
# Metal gauntlets
 
# Metal gauntlets
# Metal breast plate
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# Metal greaves
# optionally Silk/Yarn dress/robe
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# Metal shield
# optionally Silk/Yarn trousers
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# Metal melee weapon (non-training)
# optionally Silk/Yarn hoods
 
# optionally Silk/Yarn socks
 
# optionally Silk/Yarn mittens
 
 
 
==== Best Uniform ====
 
 
 
# Artifact Platinum Flail, Artifact Adamantine Melee, or Artifact Bone Crossbow
 
# Artifact Adamantine Helm
 
# Artifact Adamantine Breastplate
 
# Artifact Adamantine Gauntlets
 
# Artifact Adamantine High Boots
 
# Artifact Leather Dress
 
# Artifact Leather Face Veil
 
# Artifact Leather Gloves
 
# Artifact Leather Braies
 
# Artifact Leather Chausees
 
# Artifact Leather Turban
 
# Artifact Adamantine Mail Shirt
 
# Artifact Leather Long Skirt
 
# Artifact Leather Hood
 
# Artifact Leather Cloak
 
# Artifact Adamantine Shield
 
It is possible! It does require an amount of modding (to fix the error where gauntlets and high boots do not allow even ''themselves'' based on the size and permit system) and training everybody with armor maker, weapon maker, and clothier to a level higher than any other they have, along with mass forbidding items during strange moods.
 
  
You can order your dwarves to wear more than one piece of same type, for example, three suits of mail armor and six cloaks, but that slows them down and clothing items give nearly no additional protection. The [[Armor]] article explains these possibilities in detail.
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You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. The [[Armor]] article explains these possibilities in detail.
  
 
==Strategy & Tactics==
 
==Strategy & Tactics==
 
===Roughing it===
 
===Roughing it===
Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep in a [[barracks]] while on duty. Hopefully the sounds of combat will wake them up before they get killed.
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Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Note that sleeping on the floor also causes unhappy [[thought]]s; if floor sleeping is included in a military design, be sure to add counteracting thoughts.
  
 
===Wait for my signal...===
 
===Wait for my signal...===
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==Animals==
 
==Animals==
  
[[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it.  Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themselves.
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[[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it.  Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themself.
 
   
 
   
 
{{Military}}
 
{{Military}}

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