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Author Topic: No immigration, I assume...  (Read 757 times)

Katsuun

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No immigration, I assume...
« on: April 23, 2009, 08:00:50 am »

Quick question here, I'm trying to make a fortress where in I only have seven dwarves and the only civillizations left are Goblins, sort of like a last Dwarves alive fortress. So I set the pop cap in the init.txt to 0. I assume this means I won't get immigrants, right? If not, how can I set it so they absolutely wont appear?
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Airpi

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Re: No immigration, I assume...
« Reply #1 on: April 23, 2009, 08:07:50 am »

I've done a similar challenge before, you probably will still get migrants, but not many. The game seems to want you to have ten or so dwarves, at a minimum. Maybe in the terms of your story they're just goblins in Dwarves' clothing and deserve a firm smack on the wrist. From a drawbridge.
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Katsuun

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Re: No immigration, I assume...
« Reply #2 on: April 23, 2009, 04:08:59 pm »

Thanks. In that case, I'll just go with a normal fortress...
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Eagle

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Re: No immigration, I assume...
« Reply #3 on: April 23, 2009, 04:33:52 pm »

In entity_default, under dwarves:

[MAX_STARTIN_CIV_NUMBER]
[START_GROUP_NUMBER]
[MAX_POP_NUMBER]
MAX_SITE_POP_NUMBER]

Lowering these numbers (but not less than 1) will spawn less dwarves in worldgen, maybe getting them destroyed. You could also take out the other civs if you want only dwarves and goblins.

Zangi

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Re: No immigration, I assume...
« Reply #4 on: April 23, 2009, 06:07:08 pm »

Survivors who somehow... survived and found their way to the fort?  As long as those numbers are reasonably low...  But then the welcoming service you give Goblins is always the default option...
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Byakugan01

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Re: No immigration, I assume...
« Reply #5 on: April 23, 2009, 06:08:53 pm »

Isn't it possible a world with only goblins in it would cause you to embark as gobbos? Remember hearing that someone had dwarves completely wiped out in world gen, and was able to embark as humans as a result.
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Re: No immigration, I assume...
« Reply #6 on: April 23, 2009, 06:27:09 pm »

Isn't it possible a world with only goblins in it would cause you to embark as gobbos? Remember hearing that someone had dwarves completely wiped out in world gen, and was able to embark as humans as a result.
That was simply an amazing glitch.

I embarked in a world void of dwarves, only their civ names remained, I recieved no migrants until that fort died a peaceful death under the "abandon" button.

Zeg

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Re: No immigration, I assume...
« Reply #7 on: April 23, 2009, 09:49:58 pm »

It is quite possible to have a world with no surviving Dwarf civ. I specificly set about making one for my survivors fort.

I'm not into all this 'modding' stuff everyone seems to do heh, so I just made medium size maps with the number of civs set to 4 (one each for elf, human, goblin and dwarf). If you get lucky and have the dwarves and goblins (or sometimes elves) spawn right next to each other, they will almost certainly war and one will be wiped out. Most of the time the elves/goblins though, so it takes quite a few attempts to get the dwarves to lose. Just keep pausing the generation and refocusing the map on the dwarven mountain halls and watch to see if it changes to the ruin symbol (mu). Also more often than not the elves and human end up fighting too, so if you want all the other races remaining, you tend to have to stop the world gen early before the humans wipe out the elves entirely or sometimes vice versa.

So with a destroyed civ, you can still embark and you will never get migrants or dwarven caravans. It seems likely that it also messes up the arival of nobles too though (which may be considered a good thing heh). My population has only just passed 50, but theres certainly no sign of a Dungeon Master. I've been growing my population by managing the child cap, which helpfully isn't dependant on the pop cap. I then realised maybe I should have done a tiny bit of modding, since waiting 12 years with just 7 able dwarves for children to grow up is not all that fun heh.
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Re: No immigration, I assume...
« Reply #8 on: April 23, 2009, 11:42:53 pm »

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