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Author Topic: Military migrants in 0.34  (Read 1559 times)

Saiko Kila

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Military migrants in 0.34
« on: April 11, 2012, 02:09:50 pm »

Actually, I have two questions related to my first experience with v0.34.07, but don't want to spam topics.

1st. All my migrants (50 or so), except one, have military training. This is a serious difference to v0.31, where most of my migrants were military untrained and I had to teach them from scratch. Is this a coincidence, or a planned change, perhaps to make up for supposedly increased difficulty? If so, why one dwarf is untrained? He's a thrill seeker, has sense of duty and is organised, a perfect future soldier. Or maybe this is a quirk of this particular civilisation, they have a nation wide conscription or something. That would be quite a nice touch if true. But I don't know how to check actual differences between dwarven civs.

2nd. This is the first fortress I have both magma pipe and natural connections/passages between all caverns. And magma pipe is connected to the top cavern, which means everything is connected to everything, and makes exploration more dangerous. Were magma pipes always open to the cavern, or again it's a coincidence, and there may be fully enclosed ones in some different location?
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thegoatgod_pan

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Re: Military migrants in 0.34
« Reply #1 on: April 11, 2012, 02:20:23 pm »

The military dwarves happen because every migrant is a real being tracked from world gen onwards.  Now whenever there is a worldgen war, your future migrants actually do the fighting, so all the ones that make it are tough. Also lucky site that sounds awesome.
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AWdeV

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Re: Military migrants in 0.34
« Reply #2 on: April 11, 2012, 02:29:48 pm »

Oh, that explains all the dabbling fighters that show up. I always imagine that there's some sort of annoying and immortal but really weak critter harassing migrants just outside screen.
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saurio

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Re: Military migrants in 0.34
« Reply #3 on: April 11, 2012, 02:41:55 pm »

I have noticed an abundance of Competent <weapon>dwarf migrants, which are often Adequate (I think) on fighting, dodging, armor user and shield user. Their skills are too similar to be a case of experience gain in worldgen, I think. It'd make more sense if the skill levels were more varied, imo.

I also get dabbling fighters and high skill ones some times, the latter usually with a list of kills.
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khearn

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Re: Military migrants in 0.34
« Reply #4 on: April 11, 2012, 02:48:10 pm »

I've noticed that in any given fort, a large percentage of the migrants have the exact same level of military skills. But it seems to vary from fort to fort (or civ, or world). For instance, in one fort, a majority of the migrants had one random melee weapon at skill of 3, and no one with any other level in melee weapons. In my current fort, many are arriving with level 1 in a melee weapon, and no one with other levels. I suspect it's related to the civ. Maybe with how many wars they've fought recently. It's also odd that they arrive with a weapon skill, but nothing at all in fighting. That sounds like a bug, because i don't think it's possible to raise a weapon skill without raising fighting.

I also see multiple migrants with identical low levels of marksdwarf. But I do also see an occasional hunter with much higher level of marksdwarf and also ambushing.
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saurio

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Re: Military migrants in 0.34
« Reply #5 on: April 11, 2012, 03:09:27 pm »

snip
Now that you mention it, I think my migrants come in three varieties: competent <wapon>dwarf with 4(5?) adequate secondaries; novice <weapon>dwarf with nothing else; and dabbling everything.
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Garath

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Re: Military migrants in 0.34
« Reply #6 on: April 11, 2012, 03:23:58 pm »

They are indeed tracked in world gen, but not blow for blow. More like "was a farmer there, changed profesion to hunter, moved away and settled somewhere as thresher. A hunter would get 1 ambush, 1 archer, 1 marksdwarf, and another few points for being farmer and thresher.

there are hunters, rangers and actual ranged soldiers and I'm guessing the higher their "rank" was, the more skilled your migrant is. Viewing legends can perhaps confirm.
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Saiko Kila

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Re: Military migrants in 0.34
« Reply #7 on: April 11, 2012, 03:30:59 pm »

I've just checked, and most of my migrants are competent (level 3), there is one who is competent in melee, and novice in crossbow (he will form my special forces), and there are two who are adept (level 7) with melee (spear and mace). Only these two had any significant kill list upon arrival, 168 and 163. All others have from zero to eight kills. No dabblers. Most of dwarves have level 1 in dodging, armour using and shields. The one trained in melee and crossbow is level 2 dodger, and the adept fighters are level 5/level 6 in these three skills, with exact number of EXP points (like 4700 for level 6 and 4300 for level 5 and 1800 for level 3 and so on). Some marksdwarves have ambusher skills, I think they were rangers, I got a number of rangers (in one wave there were three of them, they started hunting bears almost immediately after arriving). Interestingly, the new migrants have 0 EXP in Archery, all archery EXP they get are generated during hunting with crossbow, after they came. This may be a bug.  Alternatively, they were trained in dwarf shooting simulators, without wasting any ammo.

As for magma pipe, this is the first time I saw one. I made a very limited number of embarks, because I prefer to get whatever I can from whatever I have, so despite hours spent in DF I haven't seen many interesting things.
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