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Author Topic: .40.05 Hummm, Caravan, but no migrants  (Read 2310 times)

Panando

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.40.05 Hummm, Caravan, but no migrants
« on: July 28, 2014, 03:11:00 am »

So I started a new game in .40.05, the Caravan and outpost liason arrived right on time in late autumn - but no migrants at all have arrived. I don't think I've ever had a game without at least 1 and normally 2 waves before the caravan arrives (except for those where due to advancing time in previous fortresses, one embarks in late summer or autumn - but this is a fresh world, and it started at early spring). This is pretty exceptional in my experience.

I know there are game features which might potentially in theory cause immigrants to say, die along the way or something. It could also be a bug with the population cap fix or something. I guess I'll keep playing on and see if any migrants arrive.
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quarague

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #1 on: July 28, 2014, 03:19:36 am »

AFAIK you are supposed to get 2 hard coded waves of migrants no matter what. Only afterwards will migration depend on the attractiveness of your fort, the availability of migrants in your civ and ease of the migrants to get to your fort. If for example you fort is on a small island cut of from the main land you won't see any migrant waves after the first two. However, it seem from your description that the hard coded waves didn't make it, that is rather strange and could be a bug.
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Iamblichos

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #2 on: July 28, 2014, 04:41:42 am »

I had this in a fort that I genned in a pre-existing world.  The first year (which started in late summer, iirc, thanks to the 2-week advance combined with when I had retired the last fort) I got a caravan/liaison but no migrants.  They showed up the following year.
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martinuzz

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #3 on: July 28, 2014, 05:07:57 am »

I keep wondering how the caravans make it to my fortress (only dwarven and human caravans, which is in accordance with what the embark map said for neighbors)
Worldgen produced a small region with a big island, which is separated from the mainland by at 1 tile of ocean, at it's closest point.
http://puu.sh/aumb7/3e769c2b40.png

My dwarven civ lives on the mainland, I embarked on the big island.

The only thing I can think of, is there being an underground tunnel crossing the ocean between mainland, and the island.
Would that be possible? A tunnel that has only been discovered / can only be used by humans and dwarves?
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Panando

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #4 on: July 28, 2014, 05:32:47 am »

I believe if two ummm... "map blocks" both have land in them, and touch each other, the game considers the landmasses to the connected by land, even if there is actually water in between them. There needs to be a complete block of nothing but water to create separate landmasses. Sorry for the imprecision in terminology!
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nifboy

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #5 on: July 28, 2014, 06:33:30 am »

Having a similar issue, it's been two years and I've gotten two dwarven caravans and a goblin seige, but no liasons ("No outpost liason? How curious...") nor migrants (no message).

(Edit): They just showed up in winter year 2 after updating LNB and poking the pop cap buttons to re-set them.
« Last Edit: July 28, 2014, 06:53:37 am by nifboy »
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Nasty

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #6 on: July 28, 2014, 07:30:33 am »

Same problem, will update to LNP and see if it fixes.
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Ves

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #7 on: July 28, 2014, 08:34:25 am »

If your an idiot like me and copied over your old d_init file, you'll be missing a STRICT_POPULATION_CAP token, the absence of which seemingly sets the Population Cap at 0.
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Ladygolem

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #8 on: July 28, 2014, 09:38:26 am »

Same problem, I figured it was due to embarking in a terrifying taiga though. Well, i had one wave of 2 migrants, then one "no migrants have arrived this season". Beyond that, silence.

Moonshadow101

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #9 on: July 28, 2014, 01:05:04 pm »

If your an idiot like me and copied over your old d_init file, you'll be missing a STRICT_POPULATION_CAP token, the absence of which seemingly sets the Population Cap at 0.

^^^This is it. I was having this problem initially because I installed 40.04 Phoebus over 40.05 DF. This overwrote d_init with an old version without the STRICT entry. If the game can't find that entry, it apparently cuts off all migrants forever.
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vjek

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #10 on: July 28, 2014, 01:16:07 pm »

If your an idiot like me and copied over your old d_init file, you'll be missing a STRICT_POPULATION_CAP token, the absence of which seemingly sets the Population Cap at 0.
That is awesome.  Now, it may be possible to have true "starting seven only" community/project forts.

Panando

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #11 on: July 28, 2014, 08:50:21 pm »

If your an idiot like me and copied over your old d_init file, you'll be missing a STRICT_POPULATION_CAP token, the absence of which seemingly sets the Population Cap at 0.

Ah, this must be it. I used meld to merge my old d_init.txt, but must have been sloppy and missed the new setting.
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GavJ

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Re: .40.05 Hummm, Caravan, but no migrants
« Reply #12 on: July 28, 2014, 09:05:12 pm »

I keep wondering how the caravans make it to my fortress (only dwarven and human caravans, which is in accordance with what the embark map said for neighbors)
Worldgen produced a small region with a big island, which is separated from the mainland by at 1 tile of ocean, at it's closest point.
http://puu.sh/aumb7/3e769c2b40.png

My dwarven civ lives on the mainland, I embarked on the big island.

The only thing I can think of, is there being an underground tunnel crossing the ocean between mainland, and the island.
Would that be possible? A tunnel that has only been discovered / can only be used by humans and dwarves?
There IS no connection to the island.
You're getting human caravans, because humans live on the island.
You're getting dwarven caravans, because dwarves somehow always trade across any and all physical objects to get to you, fueled by the magical power of love. So the water doesn't matter. (you will still get dwarven caravans even on a 1x1 island in the middle of the ocean, etc.)

edit: actually I think what I thought were humans are goblins -- that cloth symbol? If there are no humans on the island i dunno what to tell you, that's weird.
« Last Edit: July 28, 2014, 09:07:00 pm by GavJ »
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