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Author Topic: Stupid migrants...  (Read 5788 times)

bitesh

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Re: Stupid migrants...
« Reply #15 on: April 26, 2012, 09:29:58 pm »

Aaah, I see. That makes sense. I never get to that part yet...
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mikelon

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Re: Stupid migrants...
« Reply #16 on: April 27, 2012, 02:24:12 am »

Im awaiting the version where you can send a group of migrants FROM your fort, get rid of the useless riffraff, unwantables, multi-crime-criminals.

You know, the dwarves you usually get in migrant waves
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terko

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Re: Stupid migrants...
« Reply #17 on: April 27, 2012, 03:36:33 am »

Well, that first wave in spring in the 2nd year is at best used for your first real military, some of them got a minor military background, so use them. Or maybe as 'mason-squad' to wall off a large area above ground to win a bit more time before the real 'fun' starts, or or or or or or or.

I'm always looking forward to that wave, even although it can be annoying when there are 40+ dwarfs. Some wood furnaces are built quickly, some metal is molten in smelters and a quick arrangement of high quality crap weapons and armor is shed out, just good enough to smash someone.

So, well, use what you have, you may lose half of them anyways in the first ambush, if everything goes wrong as usual right as intended.
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Dorf3000

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Re: Stupid migrants...
« Reply #18 on: April 27, 2012, 06:53:05 am »

99% of my migrants have got a weapon skill and minor military training, but I had no weapons for them.  Then a were-lizard appears on the map and kills a couple of the guard puppies on the bridge into my fort, I put 10 of the migrants in a suicide squad and have them go at the lizard with nothing more than their fists and feet.  It changed back into human form and I had a Benny Hill-type sequence where they chased it all over as it tried to escape.. a couple of kobold thieves appeared during the chase as well and were quickly killed, their daggers being the only real weapons so far in my fort.  Eventually one managed to punch the ex-lizard's teeth out and they all piled on and one finally kicked him in the head, finishing him off.
Not bad for a bunch of mostly unarmed fish dissectors and bowyers.
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slothen

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Re: Stupid migrants...
« Reply #19 on: April 27, 2012, 09:04:16 am »

70% of my migrants in my current world have military skills (picked a warlike civ using the legends viewer application).  The most recent wave also brough a few lvl 10+ marksdwarves, some 10+ carpenters and masons, and a metalsmith with Great in armorsmithing, metalcrafting, and blacksmithing.
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xeniorn

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Re: Stupid migrants...
« Reply #20 on: April 27, 2012, 10:56:54 am »

And it's pretty easy to avoid the problem of tantrum/injured migrants if you juts let things take their natural course instead of quitting mid-FUN.

Not quite. In many forts I've had it took many hours real-time for all the dwarves to perish, or at least half an hour if I manually assigned all the dwarves to squads and intentionally ordered them to go fight the enemy barehanded aka put them out of their misery...
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rtg593

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Re: Stupid migrants...
« Reply #21 on: April 27, 2012, 11:04:53 am »

And it's pretty easy to avoid the problem of tantrum/injured migrants if you juts let things take their natural course instead of quitting mid-FUN.

Not quite. In many forts I've had it took many hours real-time for all the dwarves to perish, or at least half an hour if I manually assigned all the dwarves to squads and intentionally ordered them to go fight the enemy barehanded aka put them out of their misery...

Thats why you set up a magma pump to the top of your fort. When it's beyond recovery, started pumping :p

You're presuming someone is "sending them". I always presumed they mostly just hear about your fort and how good it's doing and they *decide* to come themselves, which would work quite better at explaining their skill sets. :) They just group up few times a year and decide to come to you.

Your home civ only send *nobles* in an organized manner.

Agreed. Only way "your fort failed to attract any migrants this season" makes sense. If they're being sent, we couldn't fail to attract them.
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Loud Whispers

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Re: Stupid migrants...
« Reply #22 on: April 27, 2012, 12:22:22 pm »

fourteen threshers

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EpsilonSigma

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Re: Stupid migrants...
« Reply #23 on: April 27, 2012, 01:06:41 pm »

Most of the migrant waves I get have either some fairly skilled dwarf in a useful skill, or a useless bunch of peasants with no experience at all.

My procedure:
- Set them all to haulage. Hauling stuff around means skilled dwarves get things done much more slowly. Besides, if you have dedicated haulage dwarves then they'll level up and get faster.
- Draft them into the military. By the time I get the first migrant wave I've usually stuck decent metal and have weapon production up on a basic level, even if it's only training weapons and wooden crossbows. Let the skilled dwarves do the work, and you can set your army of peasants after the kobolds and badgers.
- Drown them. Define a burrow in a room connected to a river by a tunnel with a floodgate, wall it up or forbid the doors, and flip the lever. Such fun. Then you can drain the water and gather the clothes etc. to sell!
- Train them up. Any dwarf can get proficient in a skill if you give them long enough.
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Morpha

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Re: Stupid migrants...
« Reply #24 on: April 27, 2012, 01:48:43 pm »

Oh and since the 2012 update, a lot of your immigrants will be the survivors of the last fort. That's the cause for some quite weird consequences, like having dwarves immigrate and die instantly because they just bled to death. Nevermind how they managed to get from your last fort to the new one with heavy bleeding? :D Or getting 20 miserable dwarves that tantrum and kill your new original 7 dwarves in the process... :D

That's something that made it quite unappealing to start a new fort in the same world after abandoning a large one before during a tantrum spiral... -.-
Agreed. I now make sure they ALL die first. Had 4 berserkers appear in a migrant wave of a reclaimed fort. Ended that save pretty quick.
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