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Author Topic: Migrant Wave Limit Option  (Read 1721 times)

Pancakes

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Migrant Wave Limit Option
« on: August 19, 2014, 06:41:56 pm »

What it says on the tin.
It would be nice if we could change the maximum size of migrant waves, similar to changing the population cap, in order to keep 30 dwarves migrating in a wave to your fortress of 12. The reason I'm saying this is because trading off a few thousands worth of goods in the first year amplifies the number of migrants you acquire just too quick, in my opinion.

[MAX_MIGRANT_SIZE:10] Could be very helpful and a bit more enjoyable, as I would like to see migrants arrive for more than just a year or two before reaching the population cap.

Just my two cents, though.
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Meph

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Re: Migrant Wave Limit Option
« Reply #1 on: August 19, 2014, 06:53:30 pm »

Similar topic: Make the first two migrant waves not hardcoded.
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Pancakes

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Re: Migrant Wave Limit Option
« Reply #2 on: August 19, 2014, 07:02:27 pm »

Similar topic: Make the first two migrant waves not hardcoded.

Although I don't want the first two waves to be hardcoded, it is quite nice to have some extra helping hands in the early fort. Maybe have the intro story on embark tell you when the first waves are expected?
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GavJ

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Re: Migrant Wave Limit Option
« Reply #3 on: August 19, 2014, 11:46:22 pm »

Everything humanly possible is always better in the raws and/or initialization files.
And in my opinion, ALMOST everything is also worth the effort of actually going about putting it in the raws as soon as possible.

This definitely includes all the basic custom parameters about migrants you might want:
-Minimum (or none)
-Maximum (or none)
-Number of waves hardcoded (0-infinity)
-How often they are calculated
-Realistic "liaison has to report back first" mode versus "mountainhomes are telepathic and never break your limit" mode
-Whether they MUST come from actual historic figures, or can they be invented to meet a hardcoded wave number?
etc.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

dudlol

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Re: Migrant Wave Limit Option
« Reply #4 on: August 20, 2014, 06:48:03 pm »

Be interesting if one of your nobles got an immigration function, allowing you to choose whether or not to allow migrants in based on skills and personalities. Bonus points if the friends and families of those you refuse get strong negative thoughts or potentially leave.
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Foxite

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Re: Migrant Wave Limit Option
« Reply #5 on: August 23, 2014, 06:42:13 am »

-Number of waves hardcoded (0-infinity)
Being able to change how much waves are hardcoded is pretty contradicting.
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

GavJ

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Re: Migrant Wave Limit Option
« Reply #6 on: August 23, 2014, 01:49:34 pm »

number of waves "guaranteed" you know what I mean
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Foxite

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Re: Migrant Wave Limit Option
« Reply #7 on: August 24, 2014, 10:56:05 am »

number of waves "guaranteed" you know what I mean
As of world activation, no waves are guaranteed, right? It's similar to in 0.34.11; when your parent civ is too low on dwarves, you won't get any more migrants. But in .34.11 the first 2 waves were generated on the spot.
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

King Mir

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Re: Migrant Wave Limit Option
« Reply #8 on: August 24, 2014, 06:26:34 pm »

I agree that 10 migrants per wave is much more reasonable. That's how it was before migrants started bringing their families along. But I think the solution should be to decrease the average number of migrants, including relatives, not to cap it at an arbitrary point. If there are more than 10 migrants after a particularly good year that's not as bad as having 30 dwarves migrating at once in the first or second years.

But the huge size of migrant waves is a major problem that detracts from my enjoyment of DF because it's a lot of sorting and similar stuff that has to happen on each migration wave. There have been many times when I get a migrant anouncement, and I'm like "Ulp, time to stop playing DF for today". It's on Eternal suggestion voting, and you should vote for it if this is a major problem for you too.

GavJ

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Re: Migrant Wave Limit Option
« Reply #9 on: August 25, 2014, 12:59:19 am »

number of waves "guaranteed" you know what I mean
As of world activation, no waves are guaranteed, right? It's similar to in 0.34.11; when your parent civ is too low on dwarves, you won't get any more migrants. But in .34.11 the first 2 waves were generated on the spot.
Not sure what semantic distinctions you're making here, but what I'm talking about is that if your civ is dead, there will still be randomly generated migrants for 1-2 waves pulled out of thin air, forged by Armok himself on the spot just for your migratory needs, even though no historical dwarves exist to pull from.

I was suggesting that that be a customizable parameter -- set it to "10" and you get 10 waves, even if no dwarves exist they will be generated fresh for 10 waves.  Set the parameter to "0" and you'll get precisely zero dwarves ever if your civ is dead.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.