Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: A segregated fortress  (Read 778 times)

Eroing

  • Bay Watcher
    • View Profile
A segregated fortress
« on: May 10, 2011, 08:22:50 am »

Hello modders! :-)

I'd like some help with making a segregated fortress who will gain NO immigrants and will only be kept running with the offspring of the inhabitants.

I'd like to know how to turn of immigrants AND also, how to change the number of the original squad of 7.

Maybe it's a stupid question with a very easy answer.. but we can't all be modding experts, can we? ;)
Logged

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: A segregated fortress
« Reply #1 on: May 10, 2011, 08:31:52 am »

You will have 2 hardcoded migrant waves not matter what. After this, no more migrants if you put your population limit low enough.

Eroing

  • Bay Watcher
    • View Profile
Re: A segregated fortress
« Reply #2 on: May 10, 2011, 08:35:42 am »

Yeah.. I've noticed that if I put my fortress on an island without neighbours..

I thought lowering pop limit would result in no babies aswell? Maybe I'm wrong there..

Is there any way to change the starting crew to more than 7 dwarves then?
Logged

3

  • Bay Watcher
    • View Profile
Re: A segregated fortress
« Reply #3 on: May 10, 2011, 08:56:06 am »

You'll have to use a tool like DFusion to do that.
Logged

Eroing

  • Bay Watcher
    • View Profile
Re: A segregated fortress
« Reply #4 on: May 10, 2011, 10:41:04 am »

"The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress."

I want to be able to make a fortress with NO more dwarves other than those you begin with(plus the inevitable two embarks), but then I want them to multiply on their own and "repopulate the earth".. I guess the best way would be if there were no dwarves left after world gen.. :P but I'd prefer if I could get some dwarven caravans aswell.. :)
Logged

Eroing

  • Bay Watcher
    • View Profile
Re: A segregated fortress
« Reply #5 on: May 10, 2011, 10:43:02 am »

Would this be possible in d_init.txt :

[POPULATION_CAP:7]
[BABY_CHILD_CAP:10000:1000]


Would babies still be made and born after the pop cap was reached?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: A segregated fortress
« Reply #6 on: May 10, 2011, 11:10:38 am »

It helps with migrants if your parent civ is dead, ie. everybody remaining of that civ came with you on your embark.

Grab a save where that is the case. http://dffd.wimbli.com/file.php?id=4349
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

Eroing

  • Bay Watcher
    • View Profile
Re: A segregated fortress
« Reply #7 on: May 10, 2011, 11:17:17 am »

Ok.. thank you very much! :)

Is this a saved world or a saved fortress? The description sounds like a saved fortress.. if that is the case, is it in the beginning of its existence? I guess I'll find out for myself in a few minutes.. :P

Thanks again! ;)
Logged