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Author Topic: Immigrants milling about for no reason [33e]  (Read 905 times)

ein Syndication

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Immigrants milling about for no reason [33e]
« on: December 09, 2007, 09:50:00 am »

Playing on a mostly mountain map, got my first wave of immigrants in the first summer and, they're just standing there in the top right corner with No Job, long enough that migrant status had worn off and they were starting to get thirsty. The path straight to my fortress would involve falling off cliffs, but I've walked it manually and you can get there just going down ramps. They stayed up there doing nothing until I carved out a stairway that went up three Z levels, which I find funny because the miners mined out the top and bottom first, then the middle connection later on, so I know dwarves can path up there manually. Just not the immigrants.

Edit: I keep forgetting to mention, this is [33e] that this is happening with, and the thing I'm pointing out is that it was fixed immediately after I constructed stairs nearby even though they should have had a path.

[ December 09, 2007: Message edited by: ein Syndication ]

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panoptiC

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Re: Immigrants milling about for no reason [33e]
« Reply #1 on: December 09, 2007, 10:05:00 am »

quote:
Originally posted by ein Syndication:
<STRONG>Playing on a mostly mountain map, got my first wave of immigrants in the first summer and, they're just standing there in the top right corner with No Job, long enough that migrant status had worn off and they were starting to get thirsty. The path straight to my fortress would involve falling off cliffs, but I've walked it manually and you can get there just going down ramps. They stayed up there doing nothing until I carved out a stairway that went up three Z levels, which I find funny because the miners mined out the top and bottom first, then the middle connection later on, so I know dwarves can path up there manually. Just not the immigrants.</STRONG>

That usually happens if you forget to add an area which is marked as "meeting area". Otherwise they'll just stand there.
In the later game a meeting hall will suffice, IMO.

R

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ein Syndication

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Re: Immigrants milling about for no reason [33e]
« Reply #2 on: December 09, 2007, 10:08:00 am »

Although it's an empty room, I do have a meeting area designated right inside my front door. Though, I had forgotten to make it a meeting room until they showed up, but they still milled about after zoning it and before the stairs were built.

[ December 09, 2007: Message edited by: ein Syndication ]

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Baro

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Re: Immigrants milling about for no reason [33e]
« Reply #3 on: December 09, 2007, 01:42:00 pm »

I have this happen too,  immigrants appear very very slowly on most of my forts, almost a half season apart each individual immigrant shows up and just stands on the edge of the map with a little X flashing on them.  If I draft them they'll come in,  but usually they sit there for ages before starting their jobs.
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panoptiC

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Re: Immigrants milling about for no reason [33e]
« Reply #4 on: December 09, 2007, 02:10:00 pm »

quote:
Originally posted by ein Syndication:
<STRONG>Although it's an empty room, I do have a meeting area designated right inside my front door. Though, I had forgotten to make it a meeting room until they showed up, but they still milled about after zoning it and before the stairs were built.

[ December 09, 2007: Message edited by: ein Syndication ]</STRONG>


I am not quite sure about the size of the area, but I suspect that it has to have a certain size. I usually plant one right at the start, make it roughly 7x7 or so and let the newcomers run outside the fortress (nice side-effect: they trample the grass and sometimes that yields a cool sand area- warm+ climate provided)
As far as the other problems go: have not had any, except the first game when I forgot to add such an area. The only newcomes that stand at the edge of the map are trained warriors (sword, axe, mace...) dunno why, but neither the meeting area nor a barrack attrackts them. Un-squading(?) them helped each time.

R

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herrbdog

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Re: Immigrants milling about for no reason [33e]
« Reply #5 on: December 09, 2007, 02:30:00 pm »

quote:
Originally posted by panoptiC:
<STRONG>The only newcomes that stand at the edge of the map are trained warriors (sword, axe, mace...) dunno why, but neither the meeting area nor a barrack attrackts them. Un-squading(?) them helped each time.

R</STRONG>


That is because new immigrant soldiers are set to "On-duty". Since they were new, and not part of a squad, they just stay where they are when on duty, until given orders (or go eat/drink, if setup in military screen.)

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randomjgj

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Re: Immigrants milling about for no reason [33e]
« Reply #6 on: December 09, 2007, 02:38:00 pm »

quote:
Originally posted by herrbdog:
<STRONG>

That is because new immigrant soldiers are set to "On-duty". Since they were new, and not part of a squad, they just stay where they are when on duty, until given orders (or go eat/drink, if setup in military screen.)</STRONG>


I've found that setting them to off duty seems to clear that up so that they can head for the fort.  Although if you don't set up a new patrol point when reactivating them, they'll head back to the map edge they came in on.

While the immigrant soldier is just standing around on the map edge they block the rest of the immigrants from appearing.

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Toady One

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Re: Immigrants milling about for no reason [33e]
« Reply #7 on: December 10, 2007, 12:35:00 am »

So does somebody have a save with an accessible meeting area and non-migrant soldiers that are stuck on the edge?  I think that's the only case I don't understand and haven't seen.
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ein Syndication

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Re: Immigrants milling about for no reason [33e]
« Reply #8 on: December 10, 2007, 08:29:00 am »

Er, actually, maybe I /was/ mistaken. The backup of the save doesn't have the meeting zone in, and after I designate it they do mill around for a few minutes, but eventually get going on their own, which is usually right as my miner comes to finish the stairway. It does take them an overly large amount of time, though, so I can see how I would think otherwise. I probably designated it too soon before they figured it out on their own and the completion of the staircase triggered their pathfinding to update.
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