Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: NO migrants  (Read 490 times)

Moonshine Fox

  • Bay Watcher
    • View Profile
NO migrants
« on: April 06, 2012, 06:09:26 am »

So as I've understood from searching, the first two waves of migrants are largely "hard coded" to always arrive regardless of circumstances. But if I set my population cap to 0, would that mean that after that initial two waves, I'd get no more migrants, ever? Only fort increases would come from children alone, right?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: NO migrants
« Reply #1 on: April 06, 2012, 06:41:11 am »

If you want to speed up the game, also try the following:
2x2 embark, not on a river
zero cavern layers
temperature and weather off
more tips at http://dwarffortresswiki.org/index.php/v0.31:Maximizing_framerate
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Moonshine Fox

  • Bay Watcher
    • View Profile
Re: NO migrants
« Reply #2 on: April 06, 2012, 06:48:42 am »

It wasn't so much for FPS (my computer handles a 200+ dwarf, 5x5 fort comfortably) but for challenge and less "rush". I find most of my forts EXPLODE from 10 dwarves to 100 in just too short of a time. I want to enjoy it in a slower pace.
Logged

EmperorJon

  • Bay Watcher
  • Still waiting...
    • View Profile
Re: NO migrants
« Reply #3 on: April 06, 2012, 07:41:47 am »

I've been manually controlling my migrant waves recently. Set to 0 and wait for a few waves, then every year I increase the cap by a small amount so I get a wave. Sometimes the wave's way too big and I go a long way over, but it's still fun. :)
Logged
I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: NO migrants
« Reply #4 on: April 06, 2012, 02:53:11 pm »

Elf. You shouldn't be preventing migrants. You should be dealing with them.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Anathema

  • Bay Watcher
    • View Profile
Re: NO migrants
« Reply #5 on: April 06, 2012, 03:01:46 pm »

Or you could just embark on a full terrifying biome with a zombifying mist and/or deadly rain. Then you don't have to get any migrants! (not live ones, anyway).
Logged
The good news is that ghosts die of old age.