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{{migrated article}}
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{{Quality|Masterwork|23:17, 20 September 2016 (UTC)}}
{{Colored Notice Box|#FF0000|Due to the combination of military and squad screens into the squad sidebar menu, this page may no longer be relevant.}}
 
 
 
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
This is a hands-on walkthrough of the '''[[military]]''' screens.
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The '''Military interface''' menu is opened by pressing {{k|m}} in the main menu. 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.  
 
 
=Walkthrough=
 
 
 
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).
 
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).
  
 
==Squad Positions==
 
==Squad Positions==
{{Outdatedsection}}
 
'''Outdated: version 50.10 does not uses {{k|m}} for {{k|m}}ilitary, but instead for {{k|m}}ining.'''
 
  
 
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.
 
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.
 
 
  
 
[[File:Military positions 1.png]]
 
[[File:Military positions 1.png]]
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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 using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).
 
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}}).
 
 
  
 
[[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.
 
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.
 
 
  
 
[[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.
 
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.
 
 
  
 
[[File:Military positions 3.png]]
 
[[File:Military positions 3.png]]
  
 
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.
 
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.
 
 
  
 
[[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 number 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.
 
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any number 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.
 
 
  
 
[[File:Military positions 4.png]]
 
[[File:Military positions 4.png]]
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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.
 
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.
 
 
  
 
[[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.
 
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.
 
 
  
 
[[File:Military alerts 2.png]]
 
[[File:Military alerts 2.png]]
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The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:
 
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:
 
 
  
 
===View/Customize===
 
===View/Customize===
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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}}. 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}}.
 
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}}.
 
 
  
 
[[File:Military equipment 5.png]]
 
[[File:Military equipment 5.png]]
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The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.
 
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.
 
 
  
 
[[File:Military uniforms 1.png]]
 
[[File:Military uniforms 1.png]]
  
 
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.
 
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.
 
 
  
 
[[File:Military uniforms 2.png]]
 
[[File:Military uniforms 2.png]]
  
 
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.
 
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.
 
 
  
 
[[File:Military equipment 4.png]]
 
[[File:Military equipment 4.png]]
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The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.
 
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.
 
 
  
 
[[File:Military ammunition 2.png]]
 
[[File:Military ammunition 2.png]]
  
 
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.
 
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.
 
 
  
 
[[File:Military equipment 6.png]]
 
[[File:Military equipment 6.png]]
  
 
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.
 
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.
 
 
  
 
==Schedules==
 
==Schedules==
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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 but Train orders.
 
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.
 
 
  
 
[[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.
 
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.
 
 
  
 
===Burrows, stations, and routes===
 
===Burrows, stations, and routes===
  
 
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.
 
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.
 
 
  
 
[[File:Military burrows 1.png]]
 
[[File:Military burrows 1.png]]
  
 
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.
 
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.
 
 
  
 
[[File:Military burrows 2.png]]
 
[[File:Military burrows 2.png]]
  
 
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.
 
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.
 
 
  
 
[[File:Military alerts 3.png]]
 
[[File:Military alerts 3.png]]
  
 
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.
 
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.
 
 
  
 
[[File:Military stations.png]]
 
[[File:Military stations.png]]
  
 
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.
 
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.
 
 
  
 
[[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.
 
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.
 
 
  
 
[[File:Military routes 2.png]]
 
[[File:Military routes 2.png]]
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The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.
 
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.
 
 
  
 
[[File:Military giveorders 2.png]]
 
[[File:Military giveorders 2.png]]
  
 
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrestler 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.
 
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrestler 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.
 
 
  
 
[[File:Military schedule 3.png]]
 
[[File:Military schedule 3.png]]
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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.
 
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.
 
 
  
 
[[File:Military schedule 4.png]]
 
[[File:Military schedule 4.png]]
  
 
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.
 
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.
 
 
  
 
[[File:Military giveorders 3.png]]
 
[[File:Military giveorders 3.png]]
  
 
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.
 
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.
 
 
  
 
[[File:Military schedule 5.png]]
 
[[File:Military schedule 5.png]]
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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'''.
 
=Squads=
 
 
:''This section of the walkthrough is still in progress. For now, relevant information is located on the [[Squads]] page.''
 
 
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.
 
 
===Move Orders & Attack Orders===
 
 
'''Move orders''' and '''Attack orders''' can be given with {{k|m}} (or attack orders, as {{k|k}}, respectively) once dwarves are selected.
 
 
 
 
 
  
 
{{Military}}
 
{{Military}}

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