Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Very Interesting Refugee (Migrant) Findings...  (Read 4576 times)

Thelogman

  • Bay Watcher
    • View Profile
Very Interesting Refugee (Migrant) Findings...
« on: February 17, 2012, 12:38:46 am »

Now that migrants are pulled from historical figures, it's easy to get migrants from old forts to move to your new ones.

My second fortress in the new version (first died to those new gas fronts pretty early on) died after I mismanaged a magma pumpstack and I decided to abandon.
 
In my third fortress, I started getting migrants from the old fort (same names, same skills, same relationships with the other migrants that they had back in Fort #2). Here's what I found:

1. Dwarves are "exported" from the old fort in the EXACT same mental condition as when they left. It freaked me out at first when I got a few unhappy migrants who claimed to have seen the death of their friends. Then I realized they were being tormented by the memories of their old home. This isn't really of benefit to anyone unless you abandon your fort at the height of ecstatic dwarves, and that way your migrants are happy, or you really want a lot of near-tantrum migrants for some reason...

2. Old Military Habits Die hard. When a pair of my military dwarves from Fort #2 arrived, they were "active", and considered themselves a part of their old squad. This stopped when I assigned them to a new squad, and I didn't really do much research on it.

3. Injuries are exported in a funny way. One of my Axedwarves lost a leg to a Ruther in the old fort. In this new fort, he's still missing that leg, but can walk just fine, whereas before he needed a crutch to walk around. So he essentially lost his "lost ability to stand" tag in the trade over. On the other hand, my hammerdwarf who lost his arm still lost his ability to grasp, so something fishy is going on there in terms of what is kept and what is not.

4. What they were wearing does not seem to transfer over. My Military Dwarves didn't have any of their old armor or weapons, and arrived in the same generic migrant outfits (one of everything of random leathers and clothes).

5. What they were hauling MIGHT transfer over (this is a really big one!!!). A number of my migrants arrived carrying marble pots of Dwarven Wine that I recognized as coming from the #2 Fort. I don't know if the pots got migrated over because the migrants were hauling them when they were exported, or if they were carrying them when they were exported, or if they were drinking from them when they were exported. I haven't seen any other hauling items get exported, so I'm wondering what makes the booze they were carrying special enough to get a data packet to get migrated over with.

6. I haven't determined a pattern of which Dwarves are more likely to migrate over (older or newer dwarves, dwarves with more history...) (and I don't remember how close this site is to Fort #2, so I don't know if that contributes).

7. I haven't gotten a Dwarf who produced an artifact to show up as a migrant, so I don't know if you can get those kind of dwarves to produce second artifacts in their new homes....

EDIT: 8. My old Chief Medical Dwarf arrived with a new pet (some kind of bird I think), and I don't recognize any of the other pets as being owned by the dwarves in the #2 Fort, which suggests to me that pets are NOT drawn from history, but are instead randomly generated at migration, but I haven't investigated this in full yet.
« Last Edit: February 17, 2012, 01:20:10 am by Thelogman »
Logged

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Very Interesting Refugee Findings...
« Reply #1 on: February 17, 2012, 12:46:58 am »

That's very interesting. Can I get some pics? I'm sorry, just having a bit of a hard time believing the bit about hauling...
Logged

Thelogman

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee Findings...
« Reply #2 on: February 17, 2012, 12:51:29 am »

I didn't take any pictures when the migrants arrived, if it happens again, I'll take a screen shot.

But if it's any support to the claim, I watched them arrive with marble pots of booze, and I know for a fact that I hadn't gotten any marble yet in Fort #3, and that I manufactured a lot of marble pots in Fort #2 (the pot even had a bone decoration that I did of Fort #2's pots, which makes me sure that it's from there and not just a random thing).
Logged

Panopticon

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee Findings...
« Reply #3 on: February 17, 2012, 01:06:01 am »

This is fascinating, I will attempt to duplicate as well.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Very Interesting Refugee Findings...
« Reply #4 on: February 17, 2012, 01:10:11 am »

This means.... By god, even the most spectacular failure that leaves survivors will live on through them!!

simonthedwarf

  • Bay Watcher
  • ¤Death¤
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #5 on: February 17, 2012, 02:42:19 am »

Thank you for your contribution to dwarven !!!science!
Logged
Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Pagan

  • Bay Watcher
    • View Profile
    • My music
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #6 on: February 17, 2012, 03:25:22 am »

I had a strange experience with this the other night.

I created a new world, found an embark and embarked. But I messed up my starting 7 so I abandoned and restarted.

I didnt reclaim but I ended up really close to the original site.

So I'm happily playing when I get a message about migrants, quickly check the Units screen and I cant find them. Count them and I see there are two extra dwarves. But they've already got nicknames. The same nicknames I always use. They where from my first fortress.

Later on I had 11 or so out of 14 dwarves with nicknames, they had all migrated over from my abandoned fort. Only about 2 didnt arrive at all. I'm assuming they died in the wild.

Logged
My gf thinks sex will stop me from playing dwarf fortress.
Little does she know that will never work, a beard doesnt look good on her.

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #7 on: February 17, 2012, 03:38:36 am »

Wery interestink. I look forward to upgrading to the newest version.
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

NinjaBoot

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee Findings...
« Reply #8 on: February 17, 2012, 04:46:30 am »

This means.... By god, even the most spectacular failure that leaves survivors will live on through them!!

And they will be promptly !!ATOM SMASHED!! or burned in the fiery depths of a magma pool to purge the stench of failure from their bones! 

Also, I suppose this would allow for people to build up a bunch of superdwarfs in forts in easy biomes for hopeful exporting to a more evil biome where they'll die a quick and horrible death! >:O
« Last Edit: February 17, 2012, 04:48:33 am by NinjaBoot »
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #9 on: February 17, 2012, 04:50:45 am »

Thank you for your contribution to dwarven !!!science!!
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Montague

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #10 on: February 17, 2012, 05:09:14 am »

That is cool.

Some of these things did happen before in the older versions. Your dwarves would survive abandoning and depending on the version, would form a migrant group that wondered the world map, or would doggedly stay put in the fortress. You could see them in adventurer mode and they'd be carrying whatever they were hauling on the moment of abandoning, mostly food/drinks. Berserk dwarves would stay berserk, ect. Same relationships, ect.

However, their weapons and equipment were the same, even the food they had in their backpacks persisted, I'm surprised the hauled items persist while their weapons and armor did not, since I thought it carried over anything that happened to be in their inventory at the time.

This does have some other nice implications.

If you were to abandon a fortress, then take an adventurer and shuttle bins full of valuable objects and especially certain 'valuable materials' from that old fortress and dump it a night creature lair, then embark on that lair with another fortress, you could conceivably do a good job of bringing your entire fortress's progress over to a new place, including highly talented migrants.

Bringing over and caching of other materials like food, mechanisms or whatever else could give the new fortress a jump-start on getting things rolling, especially in an inhospitable or terrifying biome.

Artifacts would stay put, though, but it does offer the opportunity to continue the legacy and development of a fortress that might have become unplayable due to FPS issues or progress plateaus due to a depleting of resources to exploit, or it was just a lousy embark zone to begin with.
« Last Edit: February 17, 2012, 07:17:49 am by Montague »
Logged

MagmaSolutionsInc

  • Bay Watcher
  • Likes elves for their screaming, bubbling noises.
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #11 on: February 17, 2012, 05:16:19 am »

I've had inbound migrants assigned to military and immediately drop the crafts they were bringing with for whatever reason. May be related to the hauling point.
Logged
stopped zombie cats from adopting dwarves

... with magma.

Thelogman

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #12 on: February 17, 2012, 01:44:58 pm »

The only thing that I had seen them bring over was booze pots, but if you've seen migrants hauling crafts, that makes it really easy to move items to new fortresses I guess...food, metal bars, I know somebody said artifacts can't be transferred...but are we SURE about that?

I was just going to go GET the artifacts with an adventurer and drop them off at my potential dwarven spot, but if I can transfer them migrants that's even easier...
Logged

Montague

  • Bay Watcher
    • View Profile
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #13 on: February 17, 2012, 02:49:50 pm »

The only thing that I had seen them bring over was booze pots, but if you've seen migrants hauling crafts, that makes it really easy to move items to new fortresses I guess...food, metal bars, I know somebody said artifacts can't be transferred...but are we SURE about that?

I was just going to go GET the artifacts with an adventurer and drop them off at my potential dwarven spot, but if I can transfer them migrants that's even easier...

There seems to be a bug related to removing artifacts from their fortress of origin in the current version. In older versions, artifacts vanished back to their home of manufacture the instant you dropped them. Also, there isn't much point in bringing in an artifact made in another fort since it won't count toward factory wealth.

But other valuable objects brought in from the old fort can be made into fortress wealth by decorating them or making them into other objects. You can transfer a lot of wealth this way, I imagine.

It'd be a crap-shoot to rely on migrants carrying bins. They might not show up and they only bring what they were hauling the moment you abandoned the fortress. Using an adventurer to stock a lair is foolproof, on the other hand.
Logged

Nyxalinth

  • Bay Watcher
  • [LIKES_FIGHTING]
    • View Profile
    • My facebook page.
Re: Very Interesting Refugee (Migrant) Findings...
« Reply #14 on: February 17, 2012, 02:57:58 pm »

so if dwarves come over with injuries, I wonder if they would also bring over syndromes?
Logged
Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.
Pages: [1] 2