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Author Topic: Problem with Migration  (Read 1045 times)

avari

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Re: Problem with Migration
« Reply #15 on: December 13, 2007, 07:30:00 am »

quote:
Originally posted by Ratha:
Is there a way to see what day/month it is rather than just waiting for season announcements?

The overall status screen (z) shows the date and the season, as well as whether you are early, middle or late into the season.

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Nil Eyeglazed

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Re: Problem with Migration
« Reply #16 on: December 13, 2007, 05:03:00 pm »

I had the same problem when I copied a fortress from 33b to 33c.  Two years after the copy, I had had no traders or migrants show up.  I was receiving both regularly in the 33b version.

For what it's worth, I copied over in the midst of a goblin siege.  The siegers were rapidly routed, but the rout occurred in the 33c version.

Other people posted about a lack of migration in 33c.  A few reported copying a save file; nobody reported problems with a fresh fortress, native to 33c.  It sounded as if the people reporting migration problems had had no migration in their 33b version either.

That suggests to me that some kind of no migrant/trade flag was not being reset properly on the transition, a flag that could be due to a young fortress, or due to the presence of siegers.

I started a new fortress in 33c, and had no problems with migration or trade with it.

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Alfador

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Re: Problem with Migration
« Reply #17 on: December 14, 2007, 02:24:00 pm »

quote:
Originally posted by Ratha:
<STRONG>I think i may have created the fort with a cap of 200, and then changed the init to 10 before i played the fort for the first time. Wonder if that has something to do with it?</STRONG>

AFAIK, the immigration cap is checked and applied on startup, not just when a new fort is created. This way you can change it upwards when you're ready for more immigrants.

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Toady One

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Re: Problem with Migration
« Reply #18 on: December 14, 2007, 08:46:00 pm »

Ltheb, were there ever any dwarven traders?  The lack of migrants is coming from the lack of traders (they need to report back for you to get immigrants later), and it seems like the elven traders are the only ones coming because the edges are iced in that season.  Did your wagon start on the ice?  It might think that's the best entry point for the fortress and disregard that bridge you built later on.  I'll have to think a bit on a fix, since it would be easy to open up a bunch of exploits if you can affect the edges invaders come from and so on.
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Ltheb

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Re: Problem with Migration
« Reply #19 on: December 14, 2007, 11:58:00 pm »

Yes, there were traders; The first year. I know this because the liaison came, and I made the agreement, but had been so busy with construction that I didn't trade with them. I Initially thought that was why they weren't coming back, but 8+ Years is an awfully long time...

And yes, the Wagon did start on the ice. (I think right under the 'middle' of that brige) I was thinking that the traders were trying to arrive on the iced edges during seasons where there isn't ice. (my was to build a re floored border around the edge of the map, but, as you can guess, that would take forever on the 3x~8 map, nor do I recall if you can actually re floor right on the edge...)

Does the code allow traders (and migrants) want to choose impossible routes to your fortress? Like try to make them spawn over Water, and if they can't, don't spawn them at all? Or can it attempt to spawn them on any appropriate square? Also, while players can't affect the outer ~10 or whatever tiles on the map, the player could still re wall a big 'fort' wall around the inside and flood the rest. (or just lock the door) Filling all of the outer most squares with un-pathable tiles like walls would kind of break the game, but on a normal size map, would take forever. World-Flooding or Turtling inside a No-Entrance Fortress are much easier options. (for now :D) That tower and the bridge took me hours and hours of micromanagement to create with SPEED 0 workers; In a normal game, a player simply could not accomplish that in any reasonable amount of time, and I estimate Trapping or Walling off the Outer Edge of a map to be just as much work. (Besides, you would have to wall off all the Z levels, since they would just spawn on top of your walls anyway, and traps would eventually jam)

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Toady One

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Re: Problem with Migration
« Reply #20 on: December 15, 2007, 04:21:00 pm »

Right now the traders check every edge square that was connected to your original wagon (which lead to the problems from your ice wagon, as far as I can tell).
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Ltheb

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Re: Problem with Migration
« Reply #21 on: December 16, 2007, 01:20:00 am »

Well, I checked, it 'seems' that I can indeed refloor around the edges of my whole map. Will it work? I was thinking of reflooring the 3 outer edge tiles. By my estimates, its only 2736 tiles... Plus job cancels...  :roll:
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Toady One

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Re: Problem with Migration
« Reply #22 on: December 16, 2007, 03:37:00 pm »

Since they come in on the ice, it'll probably work.
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Shadowlord

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Re: Problem with Migration
« Reply #23 on: December 17, 2007, 12:02:00 am »

If you built bridges on the edges instead (if possible, and if it works), that would use much less stone than re-flooring with actual floors.

[ December 17, 2007: Message edited by: Shadowlord ]

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Ltheb

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Re: Problem with Migration
« Reply #24 on: December 17, 2007, 12:07:00 am »

I don't think you can build bridges on the very edge, else a player with enough stone and mechanisms could build the super-smasher-9000, with bridges rapidly smashing the outer tiles through an automatic system. (Lever set to repeat, some sort of water-pressure plate loop, etc) (turned on right after you get all the dwarves you want) Nothing could ever enter the map unless you allow it. (maybe fliers, but I suspect they start on the ground) :)
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