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Author Topic: [39d] Hey, why is popcap not working  (Read 2067 times)

Teldin

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[39d] Hey, why is popcap not working
« on: July 28, 2008, 01:05:37 pm »






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Dame de la Licorne

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Re: [39d] Hey, why is popcap not working
« Reply #1 on: July 28, 2008, 01:44:10 pm »

Was your population less than 30 when the most recent dwarf caravan left?  Because you'll keep getting migrant waves until they return the next autumn and check your population number again, I believe.
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Teldin

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Re: [39d] Hey, why is popcap not working
« Reply #2 on: July 28, 2008, 02:15:03 pm »

Really? That sucks, it's only spring and I've been churning out crafts. I expected a population cap to, you know, cap the population.

Oh well, time to dig some mass graves.

Also: on that one migrant wave I had 30 immigrants.
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DwarfMan69

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Re: [39d] Hey, why is popcap not working
« Reply #3 on: July 28, 2008, 02:39:55 pm »

Why is your pop cap so low anyways?
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Tormy

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Re: [39d] Hey, why is popcap not working
« Reply #4 on: July 28, 2008, 03:32:16 pm »

Why is your pop cap so low anyways?

Why not? DF is in sandbox mode now, I myself also playing with different settings all the time.
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Jay

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Re: [39d] Hey, why is popcap not working
« Reply #5 on: July 28, 2008, 05:46:10 pm »

If you consider it sandbox, it's always going to be sandbox.
Mind, a sandbox that has a few "crabs" in it (later, when baddies can get past our moats and our constructed walls) but still a sandbox by that definition.
As for OP: Population cap does not affect already-pregnant dwarves or immigrant waves from below the cap that push it over.
And I think one-dwarf immigrations still happen even when already over the cap.
Possibly even dwarves getting pregnant after hitting the cap, I dunno.
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MuonDecay

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Re: [39d] Hey, why is popcap not working
« Reply #6 on: July 28, 2008, 07:31:37 pm »

I have, however, witnessed an immigration wave numbering 8 dwarves that happened when the population was already in excess of the cap (28 population before the immigrants arrived, 20 cap), and after the dwarven caravan had just come and gone.

This means that every requirement, even speculative ones, for the population cap to take effect was accounted for and met in this scenario, and the cap conclusively failed.

In my case there is absolutely no question about whether the population cap failed to work as intended. The only question is why.
« Last Edit: July 28, 2008, 07:33:28 pm by MuonDecay »
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Teldin

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Re: [39d] Hey, why is popcap not working
« Reply #7 on: July 28, 2008, 07:48:02 pm »

As an aside, I have it so low at the moment because every time I build a fort, all sorts of bad things immediately start happening because I like to churn out crafts. Before the first year is over I don't want to see goblin ambushes and 70 migrants just because I've filled a few dozen bins with some granite trinkets. I like playing it slow.
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Pexxithan

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Re: [39d] Hey, why is popcap not working
« Reply #8 on: July 31, 2008, 04:56:49 pm »

Actually, I'd like to add that the popcap is not presently working for me as well. Here is a snippit from my init:

Code: [Select]
[POPULATION_CAP:25]

[BABY_CHILD_CAP:0:0]

Even with this, and starting with a fresh fort... eventually I get enough migrants to push it over that 25 pop limit, even when it shouldn't be. I've also checked and most of the time (roughly 90%) none of my dwarves enter pregnant.

My only guess is that the popcap is not working, or it only works on a minimum number to the max, and the max number is greater than 25 or 30. :|

I am using 39e, however.
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Draco18s

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Re: [39d] Hey, why is popcap not working
« Reply #9 on: July 31, 2008, 07:15:35 pm »

Actually, I'd like to add that the popcap is not presently working for me as well. Here is a snippit from my init:

Code: [Select]
[POPULATION_CAP:25]

[BABY_CHILD_CAP:0:0]

Even with this, and starting with a fresh fort... eventually I get enough migrants to push it over that 25 pop limit, even when it shouldn't be.

Uh...

Population cap does not affect [...] immigrant waves from below the cap that push it over.
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Pexxithan

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Re: [39d] Hey, why is popcap not working
« Reply #10 on: July 31, 2008, 09:37:37 pm »

That's the point.

Even when set to caps, migrants STILL COME, and push that cap over. Popcap should be just that. No more increases in population. That means babies, migrants... whatever.

I STILL receive migrants even when I hit my popcap (even doing manual population control) *or* I still receive waves of up to 30 migrants at once (most usually on my first migrant wave).

That being said, it seems that either the popcap is not working at all, or it only affects in-fort births and not whether or not migrant waves are acceptable when the liason shows up to get the fort status.
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Draco18s

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Re: [39d] Hey, why is popcap not working
« Reply #11 on: August 01, 2008, 12:36:53 am »

You keep describing a fort of 23 with a popcap of 25 going to 32.  This is how it works, if you get more after that, then it's a bug.
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Teldin

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Re: [39d] Hey, why is popcap not working
« Reply #12 on: August 01, 2008, 01:26:29 am »

Everyone knows how it works, the question is why. A "population cap" of 25 should mean there should be more than 25 fucking immigrants, let alone the 30 I got in one wave. There should not be some arbitrary value. A "population cap" is not a "population suggestion". I imagine it cannot be more than 5 minutes work to check for the popcap when an immigrant wave is generated and not give more than the total.
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Pexxithan

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Re: [39d] Hey, why is popcap not working
« Reply #13 on: August 01, 2008, 02:18:16 am »

You keep describing a fort of 23 with a popcap of 25 going to 32.

No. I'm talking about a fort with a popcap of 25 that has a current population of 25, with no pregnancies, no children, etc... getting a wave of 20 migrants. This has happened to me several times.

Granted when I first started doing population caps for more challenged play, I set it at 7... I later set it at 25 because I was always getting migrants waves my first year that almost always contained 20+ migrants. Even then, when those migrants would come, I set up population control systems (drowning chambers, magma baths, etc) to lower the current population from 25+ to just 25... yet the next year (or even season) I would get another wave of migrants. Usually in a high number usually never under 10 migrants.

You assume that I'm not taking populations under consideration. I am. I kill the excess that come so I keep that cap. But even with that, the popcap doesn't work and I get migrant waves. Always.

So to answer it all. Yes, it's a bug. And we are posting about it here.
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Draco18s

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Re: [39d] Hey, why is popcap not working
« Reply #14 on: August 01, 2008, 02:37:22 pm »

Mu appologies, then.  I did say what I was interpreting your post as, repeatedly.

Granted when I first started doing population caps for more challenged play, I set it at 7...

As a side note, I've heard that a popcap < 10 is the same as unrestricted.
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