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Author Topic: Kid Immigrants  (Read 2651 times)

dirty foot

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Re: Kid Immigrants
« Reply #15 on: March 01, 2012, 03:25:22 am »

In 2 years of Dwarf Fortress i started therapist once and did not like it.

Never used it again.
Bad move dude.

Bets thing ever.
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JelloSnark

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Re: Kid Immigrants
« Reply #16 on: March 01, 2012, 03:31:03 am »

In 2 years of Dwarf Fortress i started therapist once and did not like it.

Never used it again.

That's like playing StarCraft without a keyboard.
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Necromunger

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Re: Kid Immigrants
« Reply #17 on: March 01, 2012, 05:12:00 am »

What on earth are all you guys complaining about?

its really not that bad.

"v", "p", "l"

Set job and done?

it takes like 2 seconds.
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for (Dwarf * newDwarf in dwarfArray){
      [newDwarf cancelJob];
      [newDwarf Drink];
}

Yoink

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Re: Kid Immigrants
« Reply #18 on: March 01, 2012, 05:24:06 am »

I've used Dwarf Therapist all of twice, myself, and that was just when all of my dwarves' labours were mysteriously deactivated one time. :P You aren't alone, Necromunger... Although it's been annoying not having migrants arrive with labours enabled these past few updates.
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Fishybang

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Re: Kid Immigrants
« Reply #19 on: March 01, 2012, 05:31:21 am »

Im with you Necromunger. DT is ot all that great.
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Necromunger

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Re: Kid Immigrants
« Reply #20 on: March 01, 2012, 06:53:36 am »

...Thanks for the support i guess? lol
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for (Dwarf * newDwarf in dwarfArray){
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      [newDwarf Drink];
}

Psieye

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Re: Kid Immigrants
« Reply #21 on: March 01, 2012, 09:37:05 am »

RE: DT

It's a matter of playstyle. Most people like having full knowledge of what every dwarf's skills and labours are. Gets especially useful if you use interchangeable 'drone' dwarves who need to have the same 40 labours activated every time you designate immigrants into this archetype. But for the first year or two of a fort's lifetime, I don't need it so I can start a fort and let DT update within a day or so after release.


RE: Child Immigrants

I countered this by setting [CHILD:3] in the raws. On the one hand, I don't have to worry about children. On the other hand... the immigrant waves bring massive families and the rate of reproduction shoots up. I've come across married couples where both sides are 6 years old. Because dwarves grow up fast, the next batch of babies can be born to get back to the max child/baby quota.
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Yaotzin

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Re: Kid Immigrants
« Reply #22 on: March 01, 2012, 10:01:23 am »

I'd prefer migrants get nerfed heavily, and kids made a little more useful before they grow up. Maybe let them haul...

Mid-long term your only real source of dwarves should be the kids imo.
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Koremu

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Re: Kid Immigrants
« Reply #23 on: March 01, 2012, 12:07:41 pm »

I'd prefer migrants get nerfed heavily, and kids made a little more useful before they grow up. Maybe let them haul...

Mid-long term your only real source of dwarves should be the kids imo.

Change POPULATION CAP in d_init to some low value (I use 10)

You'll still get the first two immigration waves (they are hardcoded), which will usually leave you with 20 to 25 dwarves at the end of year 1, but after that your only population growth will be from within.
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It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Loud Whispers

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Re: Kid Immigrants
« Reply #24 on: March 01, 2012, 02:23:21 pm »

But ya, I can't live without it. Nothing like knowing exactly what dwarf has what labor enables, what social skills each has, and what military skills, all with just a couple clicks.

DT needs to be integrated into DF :P

Yeah, this seems to be the opposite of how I play :d
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