At my 6th fort I finnally got most of nut'n bolts about military alerts+schedule system but there are some "weirdness" that I wish to know if they are bugs (to report them) or that I'm still doing something wrong.
The setup I have problems with is the one I designed to prepare myself for the "problematic" late months on each seasson, details follow (It's the same on all seassons so I just refer to early, mid & late as the months).
ALERT: Active/Training
-ROOKIE SQUAD-
Early: Patrol Route (10 min)
Mid: Train (10 min)
Late: Defend Burrow [Rdy room] (10 min)
-VETERAN SQUAD-
Early: Train (10 min)
Mid: Patrol (10 min)
Late: Defend Burrow [Rdy room] (10 min)
ALERT: Siege
All Squads
Early = Mid = Late = Defend Burrow [Gate room] (10 min)
The route is the same for all melees, the [Rdy room] is a burrow defined just ahead of my trap row into the main caravan entrance (To be rdy to send them to intercept ambushes) while [Gate room] is behind the trap row and the bridge I use to block access to the main entrance (That's when I get a full siege instead of the ambushes).
Weirdness I'm constantly getting (I keep my soldiers by default on "Active/training" Alert level and I swith manually to "Siege" if I get one):
Urist McGump. There are a lot of Soldiers that on Mid -> Late switch refuse to aknowledge their new orders and insist on "keep on running" completing the FULL route before doing anything else (Obviously, on slow ones, and due to the size of the route, they are invariable catched out of the fort when something FUN happens around the 15th on the last month).
Urist McWallace. At the very moment I swap Alert level to "Siege" on the Late month, most of my melees on the "Rdy room" obediently move back to the "Gate room" but a few bloodthirsy dwarves shout something about "for freedom" and charge outside to remote parts of the map with the poor excuse of taking a "Sparring Session" in the wilderness... (In reality I suspect what they really want is to fight alone versus full siege armies to come back with tales of heroic feats and get all the chicks' attention). Notice that this happens with enemy squads still freshly spawned on the edge... And the locations my Bravehearts rush to are random and very far away and ALL show "Sparring Session" on their current job, instead of "Defending Gate Room" as their obedient fellows do.
Urist vonEidetic. Over the course of most late month FUN I have to give move and kill orders to my squads to try to bring some order into the chaos but... When the month goes over and the schedule is changed, ALL soldiers remember perfectly the target location of the last order they were manually given and go diligently back to the place the target was to check that it's not there before returning to what the schedule is ordering them to do. Too bad that they do not remember the target was already killed days or weeks ago or the station order was manually cancelled.
Is there something I'm missing? Or this is just dwarwen logic at its full potential
?