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Author Topic: No migrants?  (Read 3848 times)

_Ivan_

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No migrants?
« on: August 08, 2013, 11:18:41 am »

I'm having troubles attracting migrants. I've seen the "no migrants attracted" message a couple times now and I'm starting to worry. I've just recovered from a major tantrum spiral that took me from a population of 350 to 60 and I assumed that was why people were staying away. Who want's to move into a death camp?

After a bit of googling I stumbled upon this http://www.bay12forums.com/smf/index.php?topic=116924.msg3647721#msg3647721 and my heart sank. Limit of 3000? I have 5500 in the deaths list alone (and growing). How will my fort ever recover when I'm not seeing new births? Is my fort doomed?

It seems a bit backwards to keep immigrants away from a fort that is able to defend itself. Any thoughts how I might save the fort?
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AutomataKittay

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Re: No migrants?
« Reply #1 on: August 08, 2013, 11:31:58 am »

http://www.bay12forums.com/smf/index.php?topic=91166.0 I believe this have a command to do it, probably fix/dead-units, to clear out the 'uninteresting' deaths
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Button

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Re: No migrants?
« Reply #2 on: August 08, 2013, 11:49:54 am »

How will my fort ever recover when I'm not seeing new births? Is my fort doomed?

In addition to AutomataKittay's suggestion, you can change your fort's birthrates in the init file :).
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AutomataKittay

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Re: No migrants?
« Reply #3 on: August 08, 2013, 11:56:03 am »

How will my fort ever recover when I'm not seeing new births? Is my fort doomed?

In addition to AutomataKittay's suggestion, you can change your fort's birthrates in the init file :).

Birth pretty much need idle dwarves, then 12 years for them to grow up to adulthood. Default birth rate is 1000 babies limit and 1000% baby population limit. Pop cap doesn't influence in-fortress birth, it's for migrants. However did found out one situtation there're nobody coming here :D
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_Ivan_

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Re: No migrants?
« Reply #4 on: August 08, 2013, 02:11:10 pm »

I have a baby! I didn't even notice his birth 3 months ago but I'm certain to have a fort in the future it seems. I was worried everyone was too old to give birth. His mother is 131 years old. Prime of life for a dwarf I suppose.

Still, without immigrants to fall back on I know I'm going to eventually wind up in a situation where I have 5 male dwarves and no hope. Is there any known way to get rid of the 3k limit?

Maybe a nursery of some sort. Lock up 3 or 4 pairs of dwarves to keep producing the next generation.
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acetech09

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Re: No migrants?
« Reply #5 on: August 08, 2013, 03:16:57 pm »

I have a baby! I didn't even notice his birth 3 months ago but I'm certain to have a fort in the future it seems. I was worried everyone was too old to give birth. His mother is 131 years old. Prime of life for a dwarf I suppose.

Still, without immigrants to fall back on I know I'm going to eventually wind up in a situation where I have 5 male dwarves and no hope. Is there any known way to get rid of the 3k limit?

Maybe a nursery of some sort. Lock up 3 or 4 pairs of dwarves to keep producing the next generation.

Just note that the native-born will be midgets even by dwarf standards.
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Juxtap0se

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Re: No migrants?
« Reply #6 on: August 08, 2013, 03:32:24 pm »

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Elayne Boosler

Larix

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Re: No migrants?
« Reply #7 on: August 08, 2013, 03:36:11 pm »

I have a baby! I didn't even notice his birth 3 months ago but I'm certain to have a fort in the future it seems. I was worried everyone was too old to give birth. His mother is 131 years old. Prime of life for a dwarf I suppose.

Still, without immigrants to fall back on I know I'm going to eventually wind up in a situation where I have 5 male dwarves and no hope.

The children will eventually grow up, marry and have kids of their own.

Quote
Maybe a nursery of some sort. Lock up 3 or 4 pairs of dwarves to keep producing the next generation.

Dwarfs only need to be married to reproduce (and they can marry as soon as they're adult, at twelve years). Being extremely busy may reduce the rates a bit, but on average, you can expect one baby every two years from every married couple. If there are few married dwarfs in your fort, that can become a problem, because at larger populations, dwarfs take a lot of encouraging to marry. My solution is to sequester prospective couples in a 2x2 room containing two beds (each assigned to one of them) and one or two nice pieces of furniture to admire. Lock them in until they're seriously hungry/thirsty, let them out to satisfy those needs, repeat; marriage takes somewhere between one and three seasons usually. Having compatible jobs helps a lot - marriage happens a lot faster between dwarfs of the same profession.

Always remember that dwarfs are totally monogamous - they only ever fall in love and marry once in their lives. Widows and widowers will never marry again, there's no point at all locking them up with prospective mates.
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itg

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Re: No migrants?
« Reply #8 on: August 08, 2013, 06:35:37 pm »

Also keep in mind that dwarves only marry if they are within ten year of age of each other.

_Ivan_

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Re: No migrants?
« Reply #9 on: August 09, 2013, 05:16:55 pm »

Well, fix/dead-units did the trick. I got migrants within a few minutes.

I think I'll set the baby limit to 15. That should be enough to have a couple breeding pairs every decade or so. Then an execution pit where the whole fort can go every couple months to slaughter captured enemies. I'm overstocked with cages anyway. I want them used to death to prevent another tantrum spiral. It also means I have to gear up the entire fort since I want them combat ready, all of them, always.
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smjjames

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Re: No migrants?
« Reply #10 on: August 09, 2013, 05:20:36 pm »

I have a baby! I didn't even notice his birth 3 months ago but I'm certain to have a fort in the future it seems. I was worried everyone was too old to give birth. His mother is 131 years old. Prime of life for a dwarf I suppose.

Still, without immigrants to fall back on I know I'm going to eventually wind up in a situation where I have 5 male dwarves and no hope. Is there any known way to get rid of the 3k limit?

Maybe a nursery of some sort. Lock up 3 or 4 pairs of dwarves to keep producing the next generation.

Just note that the native-born will be midgets even by dwarf standards.

So the bug with fort born animals not growing to full size also hits dwarves? Though this got fixed in a binary thing that is in the LNP.
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Mods

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Re: No migrants?
« Reply #11 on: August 12, 2013, 10:04:20 am »

I have a baby! I didn't even notice his birth 3 months ago but I'm certain to have a fort in the future it seems. I was worried everyone was too old to give birth. His mother is 131 years old. Prime of life for a dwarf I suppose.

Still, without immigrants to fall back on I know I'm going to eventually wind up in a situation where I have 5 male dwarves and no hope. Is there any known way to get rid of the 3k limit?

Maybe a nursery of some sort. Lock up 3 or 4 pairs of dwarves to keep producing the next generation.

Just note that the native-born will be midgets even by dwarf standards.

So the bug with fort born animals not growing to full size also hits dwarves? Though this got fixed in a binary thing that is in the LNP.
Nope, I have lots of native born adult dwarves. You'll get the message Urist McChild has grown to become a peasant (even if they have skills they'll always be peasants when they grow up, it'll update a bit later)
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Bigheaded

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Re: No migrants?
« Reply #12 on: August 12, 2013, 11:02:49 am »

So the bug with fort born animals not growing to full size also hits dwarves? Though this got fixed in a binary thing that is in the LNP.
Nope, I have lots of native born adult dwarves. You'll get the message Urist McChild has grown to become a peasant (even if they have skills they'll always be peasants when they grow up, it'll update a bit later)

I am fairly sure it has NOW been fixed, just watch your DFHACK. every season or so you get a message "Fixed X units so that their size will grow/thicken".
I presume this is working correctly.
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Dear Urist McStockpileDrone
I just found a barrel which contained a wheelbarrow. Inside the wheelbarrow was another barrel. I don't even understand how that is possible.

_Ivan_

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Re: No migrants?
« Reply #13 on: August 12, 2013, 11:36:40 am »

I never actually noticed anything wrong there. Baby becomes child, child becomes peasant, peasant becomes butcher or what ever they work on. I assumed from peasant to profession was just a matter of training some skill and they were already adults at twelve.

I do have a child running about someplace who has made an artifact. I'll keep a close eye on it and see if it goes from child to craftsdwarf.

Not full sized dwarves.. Dwarfed dwarves? Oh my. I think I'll submit this as proof that Toady is evil.
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WanderingKid

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Re: No migrants?
« Reply #14 on: August 12, 2013, 11:43:53 am »

For reference, the bug is that 1/10th of all creatures born/growing on your map will reach adult sizes.  It has to do with how often their growth is checked for optimization and only those that rounded off to that tic for their actual birthdate were growing.

You can't tell that you have midget dwarves/animals directly, because you can't see size directly in DF.  Via hacking tools, particularly the blood volume of the creatures, folks with way more knowledge than me were able to determine this.  The only direct way we'd have to see it is via one handed vs. two handed wielding of larger weapons, which is what triggered that investigation.
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