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Author Topic: Stationing and patroling  (Read 432 times)

FruitBird

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Stationing and patroling
« on: September 24, 2015, 02:58:41 am »

This is...somewhat embarrassing...
I've been playing DF for over a year and have still not worked out how to set up stations and patrols. I've survived by simply using the squad key to order them to attack. I've tried to use the wiki, but after painstakingly following instructions, carefully drawing up routes, and assigning to squads, I unpause...and they decide they want to be civilians and go on leave.
Its getting to be rather frustrating, and I really need help. What am I doing wrong, what am I missing?
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"is this a game or are you trying to describe quantum physics to me holy shit" Friends reaction to me describing DF

PatrikLundell

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Re: Stationing and patroling
« Reply #1 on: September 24, 2015, 03:20:47 am »

I've never explored patrols or regular stations, so I leave those answers to others.

The parts I use are kill orders and move station orders on my squad (I typically only have one) and that works sufficiently well with some caveats. My squad is otherwise set to constant training.
- When you cancel a move station order the dorfs will be reported going back to civilian and then immediately back to military. It's some kind of glitch that doesn't seem to have any other effects.
- If a move order targets an unreachable location (like e.g. accidentally 1 Z level above the ground) they'll abandon the order and go back to training. The jobs screen shown them to have an unreachable station order.
- If a kill order is against a target that is or becomes unreachable they'll abandon the order and go back to training. The jobs screen shows them as having an unreachable kill order.
- When a kill order is fulfilled (i.e. all targets killed) the dorfs do the civilian/military cycling as on a canceled move station order.
- When changing orders (one move station to another, or to a kill order, as well as a cancellation) dorfs evaluate of there is shinier gear available to equip and will drop what they're using (in the middle of enemy territory) and either fulfill the order without that gear (fighting naked), or desert to pick up the shinier stuff (hey buddies, I'm butt naked, and so won't be of any use in the fight, but I'm sure you'll be fine without me while I go and gear up).
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Sirbug

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Re: Stationing and patroling
« Reply #2 on: September 24, 2015, 11:22:18 am »

I never saw a reason to make patrols, although I place barracks in strategic locations to deploy them quickly.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

FruitBird

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Re: Stationing and patroling
« Reply #3 on: September 24, 2015, 05:55:19 pm »

Im trying to make a silk farm according to the wiki, which needs a patrolling guard so the GCS can spray it.
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"is this a game or are you trying to describe quantum physics to me holy shit" Friends reaction to me describing DF

Sirbug

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Re: Stationing and patroling
« Reply #4 on: September 24, 2015, 11:35:44 pm »

Im trying to make a silk farm according to the wiki, which needs a patrolling guard so the GCS can spray it.
What if you just set the to train where they are meant to patrol?

Either way, drawing a burrow and set them to patrol though orders screen should work, although military is not very good at gathering their stuff and moving out.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?