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Editing v0.34:Scheduling

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{{Timelessness Notice}}
  
 
No matter how much you micromanage your '''[[military]]''',  your '''[[squads]]''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''[[soldier]]s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.
 
No matter how much you micromanage your '''[[military]]''',  your '''[[squads]]''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your '''[[soldier]]s''' to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.
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It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.
 
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.
  
There is a clear discrepancy between ''active'' orders and ''passive'' orders — the former is used for taking the fight to the enemy, the latter is programming that a dwarf will follow to the letter and acts more as a defense method. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.
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There is a clear discrepancy between ''active'' orders and ''passive'' orders — the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.
  
 
For more information on '''active''' commands, see '''[[Squads]]'''.  
 
For more information on '''active''' commands, see '''[[Squads]]'''.  
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The '''alert level''' is a fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default — 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year. By default, your squads will all be set to 'Inactive' — in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills, or in the case of some dwarves only perform civilian work. You will need to make more alerts if you want them to do anything more complicated than this.  
 
The '''alert level''' is a fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default — 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are supposed to be assigned to train the entire year. By default, your squads will all be set to 'Inactive' — in this state, they will tend to spend most of their idle time in the barracks doing individual combat drills, or in the case of some dwarves only perform civilian work. 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 [[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. Note that the civilian alert burrow restriction replaces the 'Dwarves may/may not go outside' order in the older versions. By default, the civilian alert level is set to 'Inactive' and no burrow restrictions apply. If you intend on having your Dwarves stay inside at any time, for any reason, you will need to create a civilian alert burrow; see [[Civilian alert]] for a step by step walk-through.  
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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 [[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. Note that burrow restriction replaces the 'Dwarves may/may not go outside' order that was in the older versions. By default, the civilian alert level is set to 'Inactive' and no burrow restrictions apply. If you intend on having your Dwarves stay inside at any time, for any reason, you will need to create a burrow. See [[Military interface]] for a step by step walk-through.  
  
 
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}}/{{k|b}}/{{k|c}}/etc to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.
 
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}}/{{k|b}}/{{k|c}}/etc to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.
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The main reason you want to use civilian alerts is to enforce [[burrow]] restrictions, i.e. making sure that your civilian dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where dwarves live and work around at will, if you are so inclined.
 
The main reason you want to use civilian alerts is to enforce [[burrow]] restrictions, i.e. making sure that your civilian dwarves do not wander outside in the middle of a siege. It can also be used to switch the areas where dwarves live and work around at will, if you are so inclined.
  
Note that triggering an alert with burrow restrictions seems to override the burrows normally assigned to dwarves, so if you used burrows to contain dwarves with different [[vampire|dietary requirements]], you might have some casualties.
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Note that triggering an alert with burrow restrictions seems to override the burrows normally assigned to dwarves, so if you used burrows to contain dwarves with different [[vampire|dietary requirements]], you might have some causalities.
  
 
===Schedules===
 
===Schedules===
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'''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, and also eat and drink (even from carried rations!), you '''''need''''' to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month. It should be emphasized that dwarves who are stationed or on patrol will not eat or drink from their backpacks and flasks. Backpacks and flasks are more to shorten break times than to eat in the field. If there are no opportunities for breaks, carried rations will not be utilized.
 
'''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, and also eat and drink (even from carried rations!), you '''''need''''' to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month. It should be emphasized that dwarves who are stationed or on patrol will not eat or drink from their backpacks and flasks. Backpacks and flasks are more to shorten break times than to eat in the field. If there are no opportunities for breaks, carried rations will not be utilized.
 
This does not apply to training orders -- dwarves will attend to their needs as necessary between sparring sessions or demonstrations.
 
  
 
'''More Warning:''' When using a rotation schedule as described in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.
 
'''More Warning:''' When using a rotation schedule as described in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.
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When being viewed, barracks can be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad 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. It is assumed that indiv. eq and squad eq refer to individual and squad equipment respectively, meaning that the dwarves will store their equipment in this barracks if given the option. The indiv. eq option will make dwarves store their personal belongings in the selected barracks, while the squad eq option will store equipment designated for that squad when it's not in use.
 
When being viewed, barracks can be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad 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. It is assumed that indiv. eq and squad eq refer to individual and squad equipment respectively, meaning that the dwarves will store their equipment in this barracks if given the option. The indiv. eq option will make dwarves store their personal belongings in the selected barracks, while the squad eq option will store equipment designated for that squad when it's not in use.
  
To get marksdwarves to train in any way other than bashing each other with their crossbows, they must have quivers and an archery range. Archers will not fire bolts without a quiver to store them in (i.e. they will not hold a single stack in their hand). The archery range is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad. Marksdwarves will want to train more than archery, so make sure they also have a barracks to train at (otherwise they may sit around unable to follow orders). If you are having trouble getting marksdwarves to train, see the appropriate section of the [[Military F.A.Q.]] for more information.
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To get marksdwarves to train in any way other than bashing each other with their crossbows, they must have quivers and an archery range. Archers will not fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad. Marksdwarves will want to train more than archery, so make sure they also have a barracks to train at (otherwise they may sit around unable to follow orders). If you are having trouble getting marksdwarves to train, see the appropriate section of the [[Military F.A.Q.]] for more information.
  
 
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.
 
When dwarves are being ordered to train, squad members will set up training demonstrations for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training.
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==Frequently Asked Questions==
 
==Frequently Asked Questions==
  
''See [[Military F.A.Q.]]''
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''Full article: [[Military_F.A.Q.|Military F.A.Q.]]''
  
  
 
{{Military}}
 
{{Military}}

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