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Author Topic: No Caravans and No Migrants? What Gives?  (Read 2985 times)

highmax28

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No Caravans and No Migrants? What Gives?
« on: September 25, 2013, 09:53:33 pm »

I'm playing a fortress and this oddity happened, and since no one has any idea on the stories fourm (since i decided to record this ridiculousness), I decided to ask you guys. The oddity is: No caravans at all. No human, elven, or DWARVEN caravans. And I'm also not getting any migrants. I installed fortress defense mod, so its not exactly vanilla DF, but still; NO MIGRANTS OR CARAVANS!?!? Come on! This is like hardcore DF!
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just shot him with a balistic arrow, i think he will get stuned from that >.>

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Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Lagslayer

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Re: No Caravans and No Migrants? What Gives?
« Reply #1 on: September 25, 2013, 09:59:33 pm »

Are all the other civs dead? Though, I've never heard where all civs died during world gen (maybe if you let it gen for a loooooooong time).

More likely, you are probably just a billion miles from anything. If you embarked far enough away from other civilizations, it could take a while before they begin arriving.

highmax28

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Re: No Caravans and No Migrants? What Gives?
« Reply #2 on: September 25, 2013, 10:02:05 pm »

Are all the other civs dead? Though, I've never heard where all civs died during world gen (maybe if you let it gen for a loooooooong time).

More likely, you are probably just a billion miles from anything. If you embarked far enough away from other civilizations, it could take a while before they begin arriving.

Its third year in... No migrants excluding the first two, and no caravans. When I checked the different dwarven civs, I found one not marked on the map, which was odd. Does this mean anything?
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Blue_Dwarf

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Re: No Caravans and No Migrants? What Gives?
« Reply #3 on: September 25, 2013, 10:38:19 pm »

If you press c (view civilizations), does it list any friently civs nearby?
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highmax28

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Re: No Caravans and No Migrants? What Gives?
« Reply #4 on: September 25, 2013, 10:42:53 pm »

If you press c (view civilizations), does it list any friently civs nearby?
It lists dwarves as a friendly civ, rest is kobalds/goblins
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

smjjames

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Re: No Caravans and No Migrants? What Gives?
« Reply #5 on: September 26, 2013, 09:00:43 am »

Did you embark on an island or an area isolated by mountains?
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Matoro

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Re: No Caravans and No Migrants? What Gives?
« Reply #6 on: September 26, 2013, 10:52:48 am »

It lists dwarves always as a neighbor. If it would'nt, you couldn't embark.

Your civ is dead. Two first migration waves are hard-coded and they come always. But if nobody has came after thta, nor migrants nor caravans, your home civilization is dead.
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highmax28

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Re: No Caravans and No Migrants? What Gives?
« Reply #7 on: September 26, 2013, 11:04:28 am »

It lists dwarves always as a neighbor. If it would'nt, you couldn't embark.

Your civ is dead. Two first migration waves are hard-coded and they come always. But if nobody has came after thta, nor migrants nor caravans, your home civilization is dead.

Well shit
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

kardwill

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Re: No Caravans and No Migrants? What Gives?
« Reply #8 on: September 26, 2013, 12:34:03 pm »

It lists dwarves always as a neighbor. If it would'nt, you couldn't embark.

Your civ is dead. Two first migration waves are hard-coded and they come always. But if nobody has came after thta, nor migrants nor caravans, your home civilization is dead.

Couldn't he simply be isolated, as James said? He's seen neither elf nor human, and those should have come even if his civ was extinct. If he embarked on a desert island/subcontinent, nobody can reach his fort, no?
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highmax28

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Re: No Caravans and No Migrants? What Gives?
« Reply #9 on: September 26, 2013, 01:02:04 pm »

It lists dwarves always as a neighbor. If it would'nt, you couldn't embark.

Your civ is dead. Two first migration waves are hard-coded and they come always. But if nobody has came after thta, nor migrants nor caravans, your home civilization is dead.

Couldn't he simply be isolated, as James said? He's seen neither elf nor human, and those should have come even if his civ was extinct. If he embarked on a desert island/subcontinent, nobody can reach his fort, no?

Its kinda frozen here, if that means anything
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Lagslayer

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Re: No Caravans and No Migrants? What Gives?
« Reply #10 on: September 26, 2013, 01:24:54 pm »

Ah, so you are at one of the poles. Yep, a billion miles from anything.

Mephansteras

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Re: No Caravans and No Migrants? What Gives?
« Reply #11 on: September 26, 2013, 01:44:53 pm »

Make a backup of your save.

Abandon the fort, then try to settle in the same area. Check the embark screen to see what civilizations can reach that spot. Chances are, you're isolated and no one can get to you. Your home civ may also be dead. Those are two separate issues.

You can then restore your backup save and keep playing, or not as you wish. An isolated fort can be interesting, since you have to plan for the long term and breeding your own dwarves is the only way to expand. This is slow but can give very interesting stories as you watch families form and bloodlines evolve. Note that the game has some rudimentary genetics in place, so it's kind of neat to see the traits that get passed along from parent to child.

The downside, of course, is that dwarves become precious and losing them to sieges and accidents is very costly.
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highmax28

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Re: No Caravans and No Migrants? What Gives?
« Reply #12 on: September 26, 2013, 05:31:10 pm »

Make a backup of your save.

Abandon the fort, then try to settle in the same area. Check the embark screen to see what civilizations can reach that spot. Chances are, you're isolated and no one can get to you. Your home civ may also be dead. Those are two separate issues.

You can then restore your backup save and keep playing, or not as you wish. An isolated fort can be interesting, since you have to plan for the long term and breeding your own dwarves is the only way to expand. This is slow but can give very interesting stories as you watch families form and bloodlines evolve. Note that the game has some rudimentary genetics in place, so it's kind of neat to see the traits that get passed along from parent to child.

The downside, of course, is that dwarves become precious and losing them to sieges and accidents is very costly.


This is my fortress, and its a great idea, but 16 dwarves is NOT a good thing.
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.