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Author Topic: Population cap?  (Read 498 times)

satan

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Population cap?
« on: July 29, 2014, 12:58:38 pm »

I set my population cap to 15 but migrants keep coming. I have almost 30 dwarves now. Any idea why?

I also have a few other questions. Would it be possible to mod the game so that it would be possible to get goblin caravans? And would it be possible to make it so that all civilizations can settle wherever they want? I'd like to get caravans originating from haunted areas so that I could get glumprong more easily.
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i2amroy

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Re: Population cap?
« Reply #1 on: July 29, 2014, 01:05:31 pm »

Are you playing 40.05? The population cap was broken before that, but since then Toady has fixed it to actually work (and to work properly on the numbers directly now, no more of that silly "the caravan needs to report back" business).
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

martinuzz

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Re: Population cap?
« Reply #2 on: July 29, 2014, 01:10:32 pm »

The first two migrant waves are hardcoded. You will always get them despite population cap settings.
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i2amroy

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Re: Population cap?
« Reply #3 on: July 29, 2014, 01:11:56 pm »

The first two migrant waves are hardcoded. You will always get them despite population cap settings.
Are we still sure of that in 40.05? Toady did make some changes to the population cap settings after all.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

satan

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Re: Population cap?
« Reply #4 on: July 29, 2014, 01:33:11 pm »

Are you playing 40.05? The population cap was broken before that, but since then Toady has fixed it to actually work (and to work properly on the numbers directly now, no more of that silly "the caravan needs to report back" business).

Ohhhh. I just realized I was playing 40.03. Thanks!
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dree12

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Re: Population cap?
« Reply #5 on: July 29, 2014, 01:48:08 pm »

The first two migrant waves are hardcoded. You will always get them despite population cap settings.
Are we still sure of that in 40.05? Toady did make some changes to the population cap settings after all.

According to Toady, the first two migrant waves will still be generated, but they'll never actually get put on the fort map. There's no way to prevent them from being generated because population cap is a d_init and not a world setting. I'm not sure where the migrants go.
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