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Author Topic: Migrants in 0.47  (Read 6820 times)

Shonai_Dweller

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Re: Migrants in 0.47
« Reply #15 on: February 23, 2020, 09:45:30 pm »

Hmm, not so sure this is working as people described - I had my necromancer fighting some crundles; he raised one after killing it, but then it promptly resumed fighting him.  Now he's engaged in a melee with both living and dead crundles.
Yes. That's exactly what happens right now. It's why necromancers visitors are a non-intended bug. Hopefully will be fixed in 47.04.
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ToadChild

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Re: Migrants in 0.47
« Reply #16 on: February 23, 2020, 10:43:39 pm »

In an exciting twist, however, I now have several "fallen hunter" dwarves that died in the fighting but were brought back.  They seem to operate as normal citizens in most respects, aside from being represented as cyan Ñ characters.
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Naryar

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Re: Migrants in 0.47
« Reply #17 on: March 02, 2020, 12:17:49 pm »

Surprisingly, this world and version (.03) hasn't given me any real military skill migrants. Must be worldgen.

I got one with Competent speardwarf, and that's about all. The most I get are hunters with Novice in dodging or so and Adequate in ambushing.

I just get the usual mass of farmers, a few fisherdwarves, and a bunch of hunters. Why is almost every migrant useless ?

Dragonborn

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Re: Migrants in 0.47
« Reply #18 on: March 02, 2020, 12:57:58 pm »

I've seen lots of highly skilled migrants even back in 44.XX.  It was pretty common to get fisherdwarfs/farmers that also happened to be highly skilled in combat skills.  I used to bring a competent armorer/weaponsmith on embark, but then I realized how common it was (at least for me) for a legendary armorer/weaponsmith to appear in the initial migrant waves.

I have not seen lot of legendary poets or dwarves that are legenary is oddball weapon skils like Bowman, in 47.XX so far.
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Strangething

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Re: Migrants in 0.47
« Reply #19 on: March 02, 2020, 03:46:14 pm »

Migrants have been especially weird in my current fortress. Four necromancers, a triple legendary Carpenter/Boyer/Woodcutter, ten herbalists and nine animal caretakers.
« Last Edit: March 04, 2020, 12:18:13 pm by Strangething »
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Shonai_Dweller

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Re: Migrants in 0.47
« Reply #20 on: March 02, 2020, 04:40:27 pm »

Surprisingly, this world and version (.03) hasn't given me any real military skill migrants. Must be worldgen.

I got one with Competent speardwarf, and that's about all. The most I get are hunters with Novice in dodging or so and Adequate in ambushing.

I just get the usual mass of farmers, a few fisherdwarves, and a bunch of hunters. Why is almost every migrant useless ?
Very interesting, maybe your history is too short? There's tons of battles in worldgen these days which are probably contributing to the skill surge.

These days when I find myself thinking, who should be my military commander, I can just pick a dwarf at random to see what weapon he likes best, as opposed to searching for someone with any skill at all.
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Naryar

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Re: Migrants in 0.47
« Reply #21 on: March 02, 2020, 10:14:48 pm »

Surprisingly, this world and version (.03) hasn't given me any real military skill migrants. Must be worldgen.

I got one with Competent speardwarf, and that's about all. The most I get are hunters with Novice in dodging or so and Adequate in ambushing.

I just get the usual mass of farmers, a few fisherdwarves, and a bunch of hunters. Why is almost every migrant useless ?
Very interesting, maybe your history is too short? There's tons of battles in worldgen these days which are probably contributing to the skill surge.

These days when I find myself thinking, who should be my military commander, I can just pick a dwarf at random to see what weapon he likes best, as opposed to searching for someone with any skill at all.

I don't think it was too short, I started in year 223.

I've genned a new world that went through 453 years of worldgen. Which is way more than the usual, I usually play around 120-200 years of worldgen. I'll post how the migrants of this one look.
« Last Edit: March 02, 2020, 10:24:00 pm by Naryar »
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Shonai_Dweller

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Re: Migrants in 0.47
« Reply #22 on: March 02, 2020, 10:30:04 pm »

Surprisingly, this world and version (.03) hasn't given me any real military skill migrants. Must be worldgen.

I got one with Competent speardwarf, and that's about all. The most I get are hunters with Novice in dodging or so and Adequate in ambushing.

I just get the usual mass of farmers, a few fisherdwarves, and a bunch of hunters. Why is almost every migrant useless ?
Very interesting, maybe your history is too short? There's tons of battles in worldgen these days which are probably contributing to the skill surge.

These days when I find myself thinking, who should be my military commander, I can just pick a dwarf at random to see what weapon he likes best, as opposed to searching for someone with any skill at all.

I don't think it was too short, I started in year 223.

I've genned a new world that went through 453 years of worldgen. Which is way more than the usual, I usually play around 120-200 years of worldgen. I'll post how the migrants of this one look.
I don't make worlds of more than 200 years usually. Although they tend to be very crowded with lots of different civs pushing against each other in a medium region which increases the amount of fighting (if indeed that is the reason).

I get all sorts of weirdos turning up, multiple weapon skills, skilled lasher dwarves, expert pike-dwarves (can dwarves even wield pikes?!), bow dwarves, etc.
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Naryar

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Re: Migrants in 0.47
« Reply #23 on: March 02, 2020, 10:45:01 pm »

Surprisingly, this world and version (.03) hasn't given me any real military skill migrants. Must be worldgen.

I got one with Competent speardwarf, and that's about all. The most I get are hunters with Novice in dodging or so and Adequate in ambushing.

I just get the usual mass of farmers, a few fisherdwarves, and a bunch of hunters. Why is almost every migrant useless ?
Very interesting, maybe your history is too short? There's tons of battles in worldgen these days which are probably contributing to the skill surge.

These days when I find myself thinking, who should be my military commander, I can just pick a dwarf at random to see what weapon he likes best, as opposed to searching for someone with any skill at all.

I don't think it was too short, I started in year 223.

I've genned a new world that went through 453 years of worldgen. Which is way more than the usual, I usually play around 120-200 years of worldgen. I'll post how the migrants of this one look.
I don't make worlds of more than 200 years usually. Although they tend to be very crowded with lots of different civs pushing against each other in a medium region which increases the amount of fighting (if indeed that is the reason).

I get all sorts of weirdos turning up, multiple weapon skills, skilled lasher dwarves, expert pike-dwarves (can dwarves even wield pikes?!), bow dwarves, etc.

I got that in my first fortress in 0.47 as well. Reacted the same way too.

Although this world I actually reduced pop and site numbers because else the dwarves would expand over a bunch of map and I prefer a map without 50 dwarven hillocks in adventure mode. *Also dwarves expanding less means more fort sites for me too.*

I also have only 5 civs instead of the standard 10 in a small region. Though not sure if kobolds are even still alive.
« Last Edit: March 02, 2020, 10:46:37 pm by Naryar »
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Shonai_Dweller

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Re: Migrants in 0.47
« Reply #24 on: March 02, 2020, 10:54:20 pm »

With less dwarves in the world, I guess there's less chance of them joining merc gangs. So that might explain it. What's your total dwarf population? My worlds only have 2 dwarf civs (but are free to spread out as they like).

-- edit
33404 dwarves in my current world (medium region, 2 dwarf civs, 200 years).

Legends viewer lists 7464 dwarves in one civ and 10657 in the other. The rest are all... outcasts/mercs/performance troupes/kidnapped children, I guess. Or enslaved and otherwise living with other civs.

And there are 3412 living historical figure dwarves.
« Last Edit: March 03, 2020, 06:42:16 am by Shonai_Dweller »
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Naryar

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Re: Migrants in 0.47
« Reply #25 on: March 06, 2020, 01:20:38 pm »

My first wave of migrants in this (new world) 0.47.03 fort was six peasants, two kids and two animals. And it's a 400+ year old world.

Really weird, I've never gotten a whole wave of peasants.

The only skills they have are social ones too, at Novice.
« Last Edit: March 06, 2020, 02:07:37 pm by Naryar »
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anewaname

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Re: Migrants in 0.47
« Reply #26 on: March 06, 2020, 03:25:06 pm »

It might be important to differentiate if these new dwarfs are in the first two migrant waves and what other civilians in the home civ have for skills.

It is known the first two migrant waves will be auto-generated when the civ is nearly dead, but is it known if the code is used when the home civ has dwarfs to send?

And if there is a non-dwarf in the home civ's military with the pike skill, are they a source of pike skill training for dwarfs migrating from that civ?
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PatrikLundell

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Re: Migrants in 0.47
« Reply #27 on: March 06, 2020, 05:08:56 pm »

It might be important to differentiate if these new dwarfs are in the first two migrant waves and what other civilians in the home civ have for skills.

It is known the first two migrant waves will be auto-generated when the civ is nearly dead, but is it known if the code is used when the home civ has dwarfs to send?

And if there is a non-dwarf in the home civ's military with the pike skill, are they a source of pike skill training for dwarfs migrating from that civ?
Not quite what was asked, but unless the civ is truly dead according to DF, void dorfs will be generated as needed for every migrant wave, including those beyond the two first ones.
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Shonai_Dweller

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Re: Migrants in 0.47
« Reply #28 on: March 06, 2020, 07:22:17 pm »

It might be important to differentiate if these new dwarfs are in the first two migrant waves and what other civilians in the home civ have for skills.

It is known the first two migrant waves will be auto-generated when the civ is nearly dead, but is it known if the code is used when the home civ has dwarfs to send?

And if there is a non-dwarf in the home civ's military with the pike skill, are they a source of pike skill training for dwarfs migrating from that civ?
Not quite what was asked, but unless the civ is truly dead according to DF, void dorfs will be generated as needed for every migrant wave, including those beyond the two first ones.
Which trend are you seeing for near-dead civ auto-generated dwarves in 47.04? Lots of legendaries, or bunches of completely skilless peasants? So weird how both trends are being reported at the moment. Must be something to do with the kinds of worlds people tend to play in.

I've never seen a skilless peasant arrive in any version of the game so far except through becoming an adult. "Peasant" normally indicates a skilled fighter who needs to be in a squad asap.


And if there is a non-dwarf in the home civ's military with the pike skill, are they a source of pike skill training for dwarfs migrating from that civ?
The current hypothesis is that the fairly common foreign weapon skills being seen in 47.x are being picked up while fighting with mercenary groups (who can specialise in weapons beyond each civ's restrictions).

With the amount of fighting going on in the world in 47.x this seems fairly reasonable but needs Science.
Humans with pike skills living with dwarves have been a thing for many years, so probably unrelated.
« Last Edit: March 06, 2020, 07:57:28 pm by Shonai_Dweller »
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Libash_Thunderhead

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Re: Migrants in 0.47
« Reply #29 on: March 06, 2020, 11:08:42 pm »

Interesting. I was just wondering why it is easier to start a militia squad now(I usually hand pick those with fighting skills).
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