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Author Topic: 34.07: is every immigrant supposed to be "Great" at his profession?  (Read 4536 times)

badwin

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #15 on: April 09, 2012, 03:33:55 pm »

I'm very surprised this hasn't happened with more people. With 1050 and 500 year worlds, I consistently get dwarves who are ALL "Great" at something. I've had maybe two? migrants out of 300 in these worlds who didn't have this quality. It's not bad having nicely skilled migrants, but for them to all to have 12,500 exp dumped in one or more labors doesn't feel random enough.
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dree12

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #16 on: April 09, 2012, 08:18:32 pm »

I'm very surprised this hasn't happened with more people. With 1050 and 500 year worlds, I consistently get dwarves who are ALL "Great" at something. I've had maybe two? migrants out of 300 in these worlds who didn't have this quality. It's not bad having nicely skilled migrants, but for them to all to have 12,500 exp dumped in one or more labors doesn't feel random enough.
It's because most people generate 5-250 year worlds (including me, I must admit) so there are more interesting megabeasts/civilization/etc. Past a certain point, worlds begin to progressively age.
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highmax28

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #17 on: April 09, 2012, 08:54:35 pm »

Does this mean theres some benefit to actually waiting almost an hour to make a world with a 1050 year history?
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Tolisk

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #18 on: April 09, 2012, 11:23:43 pm »

I guess, but screw that imma just gen, if i feel like it at most 300 years, cause my computer cant go very fast beyond that.
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Antalia

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #19 on: April 10, 2012, 03:36:17 am »

It takes my computer about half an hour to create 200 years of history. That feels like a good amount of time to me, so all the worlds I mentioned are close to that age. It's an interesting point about the 1000+ years history--now that I know how it (probably) works, that does seem likely to result in more diversity than I'm seeing at 200 years. But I don't really look forward to the consequence of having everybody arrive Great at something. (Currently I get lots of Competent and lower, with a rare Great skill--it still feels mostly like scraping along and "making do", at 200 years, which makes for fun stories.)
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Garath

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #20 on: April 10, 2012, 05:47:31 am »

I just make some training forts. Get some dwarfs good in the skills I like migrants to have, then abandon. By now I can embark with the rarer skills such as architecture, because the first two migrant waves will almost always have some highly skilled farmers.
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slink

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #21 on: April 10, 2012, 07:58:12 am »

That would explain why I had some fortresses with a lot of skilled migrants, and some with none.  I prefer longer histories but sometimes the world stops much sooner than 1050, and a couple of times I made pocket worlds to see if I could live with those.  But even at 1050 not all of my migrants are skilled.

Not counting my original 7, these were the highest skill levels for each Dwarf present in the Spring saves of the fortress I am currently playing, as read by Dwarf Therapist.  It is a higher level overall than I remembered, due to the fact that I tend to ignore military skills.  By 1053 everyone is building social skills so there are no longer any complete Novices, but that is not useful to the fortress.  A lot of the ones who are Competent and below have only social, and sometimes military, skills.  Some of the higher ones have industrial skills useless to me, such as the High Master in Pump Operating, who is working for me as a Competent Mechanic.  Those still count as far as this discussion goes, however.  I have noted some professions because they are heavily used in my fortress and the skill level reflects that.  Some of the undescribed higher levels are in social skills, but not all.
 
1052:1 Master, 2 Great (1 a Planter), 1 Adept, 2 Adequate, 4 Novice

1053:2 Legendary +5 (both Stonecrafters), 1 Legendary +2 (Mason), 1 Legendary +1 (Miner), 1 High Master (Planter), 6 Master, 7 Great, 1 Expert (Planter), 2 Skilled, 14 Competent, 11 Adequate (2 are children), 13 Dabbling (all children)

1054:2 Legendary +5 (both Stonecrafters), 2 Legendary +4 (1 Planter and 1 Stonecrafter), 1 Legendary +2 (Mason), 1 Legendary +1 (Miner), 1 Grand Master (Planter), 3 High Master, 9 Master, 5 Great, 1 Adept, 2 Talented, 2 Proficient, 10 Skilled (2 are children), 19 Competent, 4 Adequate, 4 Novice (3 are children), 29 Dabbling (all children)
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knutor

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Re: 34.07: is every immigrant supposed to be "Great" at his profession?
« Reply #22 on: April 10, 2012, 07:45:48 pm »

Version 34.06, migrant trades stripped. dabblers unmentioned.  33x33 custom. 5x5 untamed wilds.

Embark: Wave 0: Starting 7.  Presets.

Year 900: Wave 1: 6 total. 6 various Adequates skills, 1 skill/Dwarf. None being used, all trades reassigned.  2 of these have no assigned trades(broker and bookie).  1 migrant has just a firstname.  1 migrant has tracker lv11, and combat skills lv9 and thrillseeking very high.  All 6 have nothing for socials.  One of these migrants dropped four pages of jewellry on map edge.

Year 900: Wave 2: 6 total. 4 Adequates, 1 skill/Dwarf.  2 Peasants. 2 being used, Clothes and Miner.  1 migrant has tracker lv7+.  All 6 have nothing for socials.  Still nobody with a leadership soul attributes, to be expedition leader.

Year 901: Wave 3: nothing.

Year 901: Wave 4: 26 total. 14 Adequates. Some have 2 Adequates/Dwarf(like Diagnosis + Suture). 1 immediately produced a mood with either the stripped Weaver 2 or Tracker 11, not sure.1 10 being used(Weaver!, Woodworker, 4 diff Nursing Trades, Mining, Armoring, Gem Setting, Soap Maker). 7 migrants have tracker lv7+. All 26 have nothing for socials. Still nobody with a leadership soul attributes, to be expedition leader.

1 Weaver died, he wanted strictly silk and I hadn't punctured a cavern wall.

Year 901: Wave 5: 7 total. 4 Adequates.  3 Peasants. 3 being used. 1 Adequate not being used. 1 has only a firstname.  Picked up a dabbler Comedian. Still nobody with a leadership soul attributes, to be expedition leader.

Alive dwarfs: 51
2 competant hunters. 1 failed mooder. 1 dead, that Weaver.

Edit: Migration Update
« Last Edit: April 11, 2012, 10:43:09 pm by knutor »
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