Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: First Immigrant Wave  (Read 1370 times)

someone12345

  • Bay Watcher
    • View Profile
First Immigrant Wave
« on: December 16, 2013, 05:34:30 pm »

I read on the wiki that the first two immigrant waves are generated out of thin air, but a miner from a previous fort, with all of his old thoughts, arrived in the first migrant wave of a new fort. Why is this?
Logged
GENERATION 26:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

WanderingKid

  • Bay Watcher
  • The Overfiend
    • View Profile
Re: First Immigrant Wave
« Reply #1 on: December 16, 2013, 05:44:02 pm »

The 'out of thin air' has more to do with a dead home civilization than what's chosen to be part of the migrant wave.  When a migrant wave is formed, previous fort members are electable choices.

Grim Portent

  • Bay Watcher
    • View Profile
Re: First Immigrant Wave
« Reply #2 on: December 16, 2013, 06:03:48 pm »

In addition to being eligible migrants for the first two waves old fort members will retain any status effects they had in the old fort, like madness. Nothing like a berserk miner showing up in summer and killing everyone to remind you the losing is Fun.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

someone12345

  • Bay Watcher
    • View Profile
Re: First Immigrant Wave
« Reply #3 on: December 16, 2013, 06:31:32 pm »

The 'out of thin air' has more to do with a dead home civilization than what's chosen to be part of the migrant wave.  When a migrant wave is formed, previous fort members are electable choices.
Okay, thank you!'

In addition to being eligible migrants for the first two waves old fort members will retain any status effects they had in the old fort, like madness. Nothing like a berserk miner showing up in summer and killing everyone to remind you the losing is Fun.
I heard that they could only be melancholy or stark raving mad, as when the go berserk, they become enemies of the civ?
Logged
GENERATION 26:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: First Immigrant Wave
« Reply #4 on: December 16, 2013, 06:36:07 pm »

And that's why any reputable fortress will take a cue from arstotzka, and say "papers please" before granting admission.

We can't have any of those nasty kolechian terrorists in, now can we?!




Logged

Larix

  • Bay Watcher
    • View Profile
Re: First Immigrant Wave
« Reply #5 on: December 16, 2013, 07:07:01 pm »

In addition to being eligible migrants for the first two waves old fort members will retain any status effects they had in the old fort, like madness. Nothing like a berserk miner showing up in summer and killing everyone to remind you the losing is Fun.
I heard that they could only be melancholy or stark raving mad, as when the go berserk, they become enemies of the civ?

Even better, berserk dwarfs are no longer considered members of your civ, which is why they can be killed without triggering a loyalty cascade (with the standard ASCIIish visuals, berserkers actually change their symbol from fort-dwarf to the non-fort-dwarf "@").
I've never abandoned a fort in sufficiently ‼fun‼ circumstances to receive insane migrants, but going by standard game logic, your proviso should be correct - berserkers shouldn't immigrate. If they did, then certainly goblin-abducted children should be eligible for immigration, too.

Immigrants can however arrive while tantrumming, on the border of insanity. And a dwarf who was the local cat lover of an old fort will receive the cumulative bad thoughts for losing all their cats the moment they enter the map.
Logged