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Author Topic: No Migrants?  (Read 1292 times)

Robot Parade Leader

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No Migrants?
« on: December 15, 2018, 03:20:15 pm »

I tried everything I can think of but I can't seem to turn off migrants in this game.

It's like having a fishtank and then all of a sudden all these strange fish you've never seen swim in. Sure they're alcoholic somewhat murderous fishes, but so were the first fishes, dwarves, whatever.

Is there a way to turn off Migrants? Or tone it down a little bit/ I get like 18 or so in the first wave and my fort population explodes from 7 to like triple what it was before.
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anewaname

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Re: No Migrants?
« Reply #1 on: December 15, 2018, 04:01:18 pm »

Use a text editor on the data/init/d_init.txt file and search for population_cap. There is information there about how to adjust the values. You need to save the changes and then reload your fort for them to take effect.
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doublestrafe

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Re: No Migrants?
« Reply #2 on: December 15, 2018, 04:02:55 pm »

The first two waves are hardcoded.
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Sver

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Re: No Migrants?
« Reply #3 on: December 15, 2018, 04:34:39 pm »

You can, however, design an entrance that conveniently disposes of them before they even get a chance to speak with any of your dwarves.
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PatrikLundell

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Re: No Migrants?
« Reply #4 on: December 15, 2018, 04:35:38 pm »

The first two waves are hardcoded.
No. They're only hard coded in the sense that they'll appear for dead civs that otherwise wouldn't get any migrants at all. However, the pop cap affects the two first migrant waves (there apparently was a bug a long time ago that caused the two first waves to not be affected by the pop cap (in practice), but it was fixed well before I started playing DF a number of years ago).
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Sarmatian123

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Re: No Migrants?
« Reply #5 on: December 16, 2018, 06:33:16 am »

So, if we change d_init.txt to

[POPULATION_CAP:7]
[STRICT_POPULATION_CAP:220]

Then, it will mean the fortress will consist only of first 7 dwarves and their kids?
Plus some dwarven visitors, who after 2 year of long term stay will become citizens?
Plus some dwarven workforce extorted from other location?
Kids mature after 10 years...

Settings seems ok when you settle lone island, which wagons can't reach (and ships still not implemented). :)

On side note, I wish we could reroll individually each of the first 7 dwarves on embark. So we could pick bunch of dwarves with characteristics, which could promote friendship and family forming among them and minimize discrepancies in world views, religions and so on, so there are no basis for arguments and infighting between these 7 later on. Also, so those can skill faster like in 1 food production skills, 1 carpenter/woodcutter, 1 medic/miner/mason, 1 hunter/animal worker, 1 social-psycho for manager/bookie, 1 multi-artisan and 1 architect/mechanic. ;)
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PatrikLundell

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Re: No Migrants?
« Reply #6 on: December 16, 2018, 09:38:29 am »

- The dwarven caravan can reach you on a remote island: your civ has to be truly dead (not "merely struggling") to not send caravans. Due to a bug, civs remain "merely struggling" in most cases where they ought to be truly dead.
- Civilized races mature at age 12.
- Petitioning visitors can be accepted as long term residents and then after 2 years and another petition, as citizens, yes (provided you get visitors, of course).
- You can request workers from subservient sites, yes. Dead civs can't conquer any sites due to a bug, though...

Note that 7 dorfs is stretching it, as you need a fair bit of luck with your starting 7 to get the 2 couples required for a sustainable dorf production, and everything takes an eternity as every dorf has to wear multiple hats. The starting 7 + 2 migrant waves makes it only somewhat painful.
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Pvt. Pirate

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Re: No Migrants?
« Reply #7 on: December 16, 2018, 03:54:23 pm »

i had the opposite problem: no migrants showing up, because i didn't create enough wealth.
so in 44.09 it definitely works as intended.
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delphonso

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Re: No Migrants?
« Reply #8 on: January 01, 2019, 08:23:12 pm »

Pop cap is a godsend if you want to micromanage or make a cozy little fort (or save your framerate.)

The d_init file can be updated with little risk to your saves. I usually start with a pop cap of 20 to avoid floods of dwarves while I'm not ready. Save, quit, up it to 40 or so, then reload. Keep that process up until you're satisified with your numbers. One benefit of this (rather than disabling migrant waves entirely) is that when a werebeast rips 3 of these guys apart, the next migrant wave should top you off.

- Other than the obvious population triggers, I'm not sure how this would effect nobles arriving and joining the fort.

Blucher

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Re: No Migrants?
« Reply #9 on: January 02, 2019, 10:06:45 pm »

Sarmatian, you could use DFHack's gui/gm-editor script to tinker with individual dwarf's souls, or modify one of the other scripts to do what you want.  Balance would of course be up to you.

Also, if baby dwarves is all you want, then DFHack's "catsplosion DWARF" should make all female dwarves give birth instantly.  It would be a little Handmaiden Dwarf-like and the babies wouldn't have dads in an immaculate/midichlorian conception kind of way, but it should work.
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