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Author Topic: Exploding Immigrants?  (Read 2411 times)

Keterex

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Exploding Immigrants?
« on: November 09, 2013, 11:28:05 am »

I have started 2 forts with masterwork and both have ended in strange circumstances.

First fort, there was an explosion in the middle of my new fort that decimated my dwarfs after my first immigration wave, I shrugged and restarted.
Second fort, there was an immigration wave that also had an explosion at the map edge that started a fire that roasted the whole map surface.

Only thing I could work out is that it might involve immigrating pyromancers.

Am I missing something? Have I done ( or not done) something? ???
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RandomName

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Re: Exploding Immigrants?
« Reply #1 on: November 09, 2013, 06:34:28 pm »

Dwarves are assigned random "castes" (guilds, military groups and magic). One of the types of magic is fire, so a dwarf can randomly be created with the ability to cast fire spells. Once cast, a fire spell is just fire, which will spread quickly through anything flammable (which is most of the surface world). A fire mage-dwarf will cast fire at anything he sees as a threat.

So yes, you have immigrant pyromancers. They're rare though, and it's only a problem if the world being set on fire is a problem.
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moseythepirate

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Re: Exploding Immigrants?
« Reply #2 on: November 09, 2013, 11:37:08 pm »

Gotta love a game where the world being set on fire is a feature, not a bug.
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Deon

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Re: Exploding Immigrants?
« Reply #3 on: November 10, 2013, 05:35:54 pm »

That problem is the main reason why I removed fireballs from obsidian dwarves back in the old Genesis. While it's fun, surface fires can kill FPS on not-so-powerful computers.
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Meph

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Re: Exploding Immigrants?
« Reply #4 on: November 10, 2013, 06:10:45 pm »

Yes, my intention is to make fire-mages a lot rare (pop-ratio:1) to avoid this thing. They are already rare enough, but big fortresses usually get one as a migrant now and then.
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m-logik

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Re: Exploding Immigrants?
« Reply #5 on: November 10, 2013, 08:01:45 pm »

I have started 2 forts with masterwork and both have ended in strange circumstances.

First fort, there was an explosion in the middle of my new fort that decimated my dwarfs after my first immigration wave, I shrugged and restarted.
Second fort, there was an immigration wave that also had an explosion at the map edge that started a fire that roasted the whole map surface.

Only thing I could work out is that it might involve immigrating pyromancers.

Am I missing something? Have I done ( or not done) something? ???

I had something like this happen once, and I think I know what caused it. After an "accident" involving magma early in a fort, I abandoned it. There was a fisherdwarf who was still on fire when I abandoned. Later I reclaimed the fort, and got several dwarves from my previous attempt in a migration wave. The fisherdwarf was among them, and spawned on fire at the edge of the map, whereupon he promptly vanished in a cloud of smoke. The poor guy had apparently been on fire for around two years. So if your second fort was in the same world as the first, you could have had an immigrant from that first fort migrate still aflame.
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kamikazi1231

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Re: Exploding Immigrants?
« Reply #6 on: November 11, 2013, 12:50:49 am »

I usually build exclusively out of magma safe material anyways.  One time had a tantruming dwarf pick a fight with a fire mage.  Already had breached the caverns so the flames consumed all my underground crops as it spread across the moss growing.  Dwarves on fire running everywhere causing more fires.  Now I build my forts to combat those situations.  Door chokepoints every ten or so tiles throughout the fort.  Someone starts a fire I just lock everything in until it dies down.  Works wonders for a mood failed dwarf or tantrum too. 
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RandomName

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Re: Exploding Immigrants?
« Reply #7 on: November 11, 2013, 04:45:55 am »

Yes, my intention is to make fire-mages a lot rare (pop-ratio:1) to avoid this thing. They are already rare enough, but big fortresses usually get one as a migrant now and then.

If you want them to be extremely rare, perhaps it would be just as well to not include magic in the mix of random castes? In other words, make the only way to get a fire-mage to make one yourself.
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Putnam

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Re: Exploding Immigrants?
« Reply #8 on: November 11, 2013, 04:59:15 am »

Impossible.

Meph

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Re: Exploding Immigrants?
« Reply #9 on: November 11, 2013, 09:42:26 am »

Yes, its a very strange way that DF meddles with modders...

It works like this: They way castes are coming and going is declared by the POP_RATIO. If I set it to 100000, most migrants will be fire mages. So setting it to 0 would do exactly what you say, remove them from migrants, but you can make them yourself... WRONG. DF will read this 0 as a "does not exist" and automatically adds the default, which is 50. So the best I can do is POP_RATIO:1, and hope that thats low enough. ;)
« Last Edit: November 11, 2013, 10:36:31 am by Meph »
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Findulidas

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Re: Exploding Immigrants?
« Reply #10 on: November 11, 2013, 10:35:18 am »

Yes, its a very strange way that DF meddles with modders...

It works like this: They way castes are coming and going is declared by the POP_RATIO. If I set it to 100000, most migrants will be fire mages. So setting it to 0 would to exactly what you say, remove them from migrants, but you can make them yourself... WRONG. DF will read this 0 as a "does not exist" and automatically adds the default, which is 50. So the best I can do is POP_RATIO:1, and hope that thats low enough. ;)

In addition Ive seen circumstances where the pop ratio is ignored for some reason, thats why I dont really trust it.
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Qenton

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Re: Exploding Immigrants?
« Reply #11 on: November 11, 2013, 08:30:15 pm »

Yea, it's pyromancers fun! 
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Etherdrinker

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Re: Exploding Immigrants?
« Reply #12 on: November 11, 2013, 10:09:23 pm »

Exploding Immigrants = pyromancers

solution: Atom smash them.

kamikazi1231

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Re: Exploding Immigrants?
« Reply #13 on: November 13, 2013, 09:42:55 pm »

It's actually lucky if they explode at the edge of the map.  Much better than them walking into your fort, getting angry about something, then blowing up the entire drink stockpile.  There's a reason they are considered one of the most powerful and dangerous mages.  As long as your invaders remembered to wear clothing to burn a single Pyromancer in armor can wade out and wipe out entire sieges.  Then again right after the siege he will be burning and run inside.

Hmm that makes me think.  If clothing is required to burn in fire if we dress out military in metal armor only with replace clothing will they be fire immune?
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Etherdrinker

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Re: Exploding Immigrants?
« Reply #14 on: November 14, 2013, 02:42:52 am »

No. They gonna get fat burn anyways. Resulting in a bleeding.

Drake scales are fireproof and they can die in fires.
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