Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Migrants arrive in Miserable state  (Read 3257 times)

Janbure

  • Bay Watcher
    • View Profile
Migrants arrive in Miserable state
« on: August 09, 2014, 03:20:18 am »

I've opened a bug report but was immediatly closed, so I hope I can talk about it here.
I've abandoned my last fortress after a terrible Titan attack that caused 30+ deaths, everyone was unhappy and the tantrum spiral was inevitable, since then I keep getting migrants in miserable state, I would understant if that happend just on the fortress immediately after but I keep getting them after almost a year. The migrants lose it after a couple minutes and start to kill and maim everything in sight, making the game, ipso facto, unplayable. I had to quit the world and create a new one.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7908

This is the bug report it was considered as a duplicate but I fail to see how, if that is really not a bug imho it needs some polishing.
Logged

klefenz

  • Bay Watcher
  • ミク ミク にしてあげる
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #1 on: August 09, 2014, 03:27:14 am »

Keeps happening if you play a different civ?

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #2 on: August 09, 2014, 03:29:22 am »

Personally i think that's perfectly fine. The gameplay isn't supposed to be balanced... it's supposed to simulate a world. After great tragedy resulting in the destruction of the home of many dwarves you can expect them to begin to look for a new home, sometimes for a long time. After such a traumatic event they are going to be unstable and unhappy. Perhaps though, they should mellow out a little bit in the months it takes them to find a home. Still, events like that arn't just traumatic to those directly effected, they are traumatic to an entire civilisation. The attack on the twin towers at 9/11 could be considered a good example of that sort of cultural ripple effect, in a sense this can help to simulate that.
Logged

Janbure

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #3 on: August 09, 2014, 05:04:59 am »

Keeps happening if you play a different civ?

I've always played the same civilization, I was interested in building a story that spanned at least for a decate.

Personally i think that's perfectly fine. The gameplay isn't supposed to be balanced... it's supposed to simulate a world. After great tragedy resulting in the destruction of the home of many dwarves you can expect them to begin to look for a new home, sometimes for a long time. After such a traumatic event they are going to be unstable and unhappy. Perhaps though, they should mellow out a little bit in the months it takes them to find a home. Still, events like that arn't just traumatic to those directly effected, they are traumatic to an entire civilisation. The attack on the twin towers at 9/11 could be considered a good example of that sort of cultural ripple effect, in a sense this can help to simulate that.

I concord but the game became unplayable, the mood should fade with the time as you say, the miserable migrants also lived in other fortress before joining my new one so dosn't really make much of sense to me.
Logged

celem

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #4 on: August 09, 2014, 05:50:24 am »

That last detail breaks the 'acceptable mechanic' bit for me too.  I was all prepared to believe the survivors of your doomed fort, or at least some close relatives had moved to your new one a season later and hence arrived unhappy.  Not if they have been in other places inbetween, especially if they have been to different places between but are all still unhappy on arrival.

Might be an intended mechanic, but as you say, thats a bit strong.
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Astrid

  • Bay Watcher
  • This is a text.
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #5 on: August 09, 2014, 06:20:13 am »

If one Dorf gets unhappy enough to trash things or worse then simple lock him away until he calms down or starves. Not really something i'd consider unplayable.
Logged

Deboche

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #6 on: August 09, 2014, 07:09:36 am »

I've had this happen and it seemed pretty fair and normal. You can always not allow migrants in, the best time to let a dwarf die is when he's newly arrived and hasn't made friendships
Logged

Janbure

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #7 on: August 09, 2014, 08:15:44 am »

If one Dorf gets unhappy enough to trash things or worse then simple lock him away until he calms down or starves. Not really something i'd consider unplayable.

Last time the migrants arrived with the first merchant caravan, i didn't even pierced the acquifer yet, 5 dwarfs all of them miserable that start breaking stuff and kill the other dwarf and animals within seconds of their arrival vs 7 dwarf with no metal, stone, chain, weapon or martial skill of any sort.
I could have taken precaution before the embark yes, but to me there is still something broken, how long imprisoning and rasing bridges would have last?
Can I keep a fortress with 7 dwarf inside and 50 starving raging maniacs outside?
Logged

dermal_plating

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #8 on: August 09, 2014, 09:32:51 am »

Quote
Can I keep a fortress with 7 dwarf inside and 50 starving raging maniacs outside?

If that doesn't sound like !!FUN!! then I don't know what does.

Point taken on it being frustrating if its not what you're looking to play though. Do you know if the culprits are all from the original fort or are newly enraged dorfs being sent to your forts?
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #9 on: August 09, 2014, 10:44:19 am »

I concord but the game became unplayable, the mood should fade with the time as you say, the miserable migrants also lived in other fortress before joining my new one so dosn't really make much of sense to me.
That last detail breaks the 'acceptable mechanic' bit for me too.  I was all prepared to believe the survivors of your doomed fort, or at least some close relatives had moved to your new one a season later and hence arrived unhappy.  Not if they have been in other places inbetween, especially if they have been to different places between but are all still unhappy on arrival.
I think we can all guess what happened at those other fortresses.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Janbure

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #10 on: August 09, 2014, 10:52:20 am »

Quote
Can I keep a fortress with 7 dwarf inside and 50 starving raging maniacs outside?

If that doesn't sound like !!FUN!! then I don't know what does.

Point taken on it being frustrating if its not what you're looking to play though. Do you know if the culprits are all from the original fort or are newly enraged dorfs being sent to your forts?

All the sad ones were originally from the fallen fort.

I concord but the game became unplayable, the mood should fade with the time as you say, the miserable migrants also lived in other fortress before joining my new one so dosn't really make much of sense to me.
That last detail breaks the 'acceptable mechanic' bit for me too.  I was all prepared to believe the survivors of your doomed fort, or at least some close relatives had moved to your new one a season later and hence arrived unhappy.  Not if they have been in other places inbetween, especially if they have been to different places between but are all still unhappy on arrival.
I think we can all guess what happened at those other fortresses.

I'll check but I think they came from mountain homes or a near place that should be up and running.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #11 on: August 09, 2014, 11:55:15 am »

I'll check but I think they came from mountain homes or a near place that should be up and running.
It was a joke.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Janbure

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #12 on: August 10, 2014, 06:23:12 am »

I've checked the history in Legends mode and found something relevant, apparently the fortress did not crumbled after the attack as I belived, it was conquered and a goblin government was established. So the migrants are people who escaped the clutches of a tirannic overlord, I can see why are devastated, but still damn.
Logged

celem

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #13 on: August 10, 2014, 07:14:39 am »

Ahh, in the new active world you do get reports of 'swarms of refugees' fleeing sites as they are overrun.  Never looked much fun on TV.  Thats a hardcore mechanic but makes a horrid sense.
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Meneth

  • Bay Watcher
    • View Profile
Re: Migrants arrive in Miserable state
« Reply #14 on: August 10, 2014, 04:43:37 pm »

This happened to me once. A fortress was in a tantrum spiral, so I abandoned it. The next fortress in the same world got most of the miserable dorfs from the old fort as migrants. This taught me: make sure a fortress dies properly, by succumbing to an invasion or killing all the inhabitants.
Logged
Pages: [1] 2