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Author Topic: Zone for migrant waiting area  (Read 1403 times)

kuro_suna

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Zone for migrant waiting area
« on: November 26, 2008, 12:06:24 am »

What the title says, a zone separate from the meeting area where dwarfs go until they lose the migrant status.
This has two purposes.

First it makes it easier to pick out migrants from the rest of your dwarfs to edit their labour options, even with the blinking x it can be a bit hard especially if you have a lot of animals.

Secondly you can put the zone outside near your forts entrance so if they arrive while your front door is closed and you miss the message they can still wait near your fort instead of get stuck on the map edge while wild horses kick them to death.
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Calvin

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Re: Zone for migrant waiting area
« Reply #1 on: November 26, 2008, 12:25:33 am »

I actually approve of this.
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Impaler[WrG]

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Re: Zone for migrant waiting area
« Reply #2 on: November 26, 2008, 12:41:01 am »

Am I the only one who suspects your going to put the new Immigrant zone of your fort in a room that can be filled with lava at will?

Your points on assigning tasks and possibly missing the immigrants is valid but I think a zone is a poor way to address it, how about the first immigrant in the stream goes to your leader/mayor and presents him with a list of the names of all the new immigrants so they can become become official 'citizens' of your fort.  You get a pop up like that which occurs when a diplomat meets with your mayor, the pop up shows said list of migrants and you can assign labor and rooms at that time
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Foa

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Re: Zone for migrant waiting area
« Reply #3 on: November 26, 2008, 01:05:45 am »

Am I the only one who suspects your going to put the new Immigrant zone of your fort in a room that can be filled with lava at will?

Your points on assigning tasks and possibly missing the immigrants is valid but I think a zone is a poor way to address it, how about the first immigrant in the stream goes to your leader/mayor and presents him with a list of the names of all the new immigrants so they can become become official 'citizens' of your fort.  You get a pop up like that which occurs when a diplomat meets with your mayor, the pop up shows said list of migrants and you can assign labor and rooms at that time
You just gave us the idea, thank you, I now completely support this.
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Granite26

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Re: Zone for migrant waiting area
« Reply #4 on: November 26, 2008, 11:40:55 am »

a little dwarven Ellis island...

Footkerchief

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Re: Zone for migrant waiting area
« Reply #5 on: November 26, 2008, 11:50:09 am »

Welcome.  Welcome to Rimfountain.  You have chosen, or been chosen...

Yeah, the original idea sounds a little concentration-camp-esque.  But this:

Your points on assigning tasks and possibly missing the immigrants is valid but I think a zone is a poor way to address it, how about the first immigrant in the stream goes to your leader/mayor and presents him with a list of the names of all the new immigrants so they can become become official 'citizens' of your fort.  You get a pop up like that which occurs when a diplomat meets with your mayor, the pop up shows said list of migrants and you can assign labor and rooms at that time

This is a great approach.  It's a proactive way of helping the player cope with immigration (even with a "migrant zone," you still have to 'v' over each one) without the totalitarian overtones.

The migrant list could maybe look like a specialized version of unit list.  Currently, toggling labor from the unit list still zooms you to the creature and opens the 'v' menu, with no way to return to your position in the unit list -- this already needs to be addressed, but the migrant list would make it crucial.  Not sure there's an easy way of handling room assignments, though.
« Last Edit: November 26, 2008, 11:56:56 am by Footkerchief »
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Neonivek

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Re: Zone for migrant waiting area
« Reply #6 on: November 26, 2008, 11:53:44 am »

Well using a migrant location as a mass killing station should be more then possible...

Good luck getting more migrants or staving off dwarven depression from it though.
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Areyar

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Re: Zone for migrant waiting area
« Reply #7 on: November 26, 2008, 12:03:34 pm »

Me does not like the idea of a new zone for an event that happens at most once per season.
Also I'd want my new arrivals to just go ahead and perform their default professions.
...I tend to give the fort bouts of self-rule, completing mega projects and going ahead with everyday concerns.

A pop-up jobs window for just new arrivals (or always having new/unmodified colonists at the top of the standard job-list) is more usefull.
 
Add to the common request for more info in jobs window?
(how many dwarves are farmer etc, what is their skill, what is current dwarve's skill in farming, how many unfinished farming jobs, etc, etc)

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ivegotgoodabs

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Re: Zone for migrant waiting area
« Reply #8 on: November 26, 2008, 01:07:01 pm »

a lot of places have migrant waiting areas. ellis island is a classic example.
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Footkerchief

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Re: Zone for migrant waiting area
« Reply #9 on: November 26, 2008, 01:18:33 pm »

a lot of places have migrant waiting areas. ellis island is a classic example.

Yeah, but migrants in DF are just moving from one city to another, not a whole country.  There's not much reason to treat them as outsiders, and it's not like they have visas to process or medical exams to pass.
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Granite26

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Re: Zone for migrant waiting area
« Reply #10 on: November 26, 2008, 01:29:11 pm »

a lot of places have migrant waiting areas. ellis island is a classic example.

Yeah, but migrants in DF are just moving from one city to another, not a whole country.  There's not much reason to treat them as outsiders, and it's not like they have visas to process or medical exams to pass.

Depends on who's running it.  A lot of people dump their immigrants in lava if they don't pass the personality and job aptitude tests...

Overdose

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Re: Zone for migrant waiting area
« Reply #11 on: November 26, 2008, 01:32:01 pm »

a lot of places have migrant waiting areas. ellis island is a classic example.

Yeah, but migrants in DF are just moving from one city to another, not a whole country.  There's not much reason to treat them as outsiders, and it's not like they have visas to process or medical exams to pass.

I'd like to think that too, but i've yet to see a dwarf leave my deadly fortress of doom after arriving, regardless of how unhappy i make their lives, or how wealthy they are (meaning they could afford buying supplies to trek to another fort).
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Impaler[WrG]

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Re: Zone for migrant waiting area
« Reply #12 on: November 27, 2008, 07:15:18 pm »

Quote
I'd like to think that too, but I've yet to see a dwarf leave my deadly fortress of doom after arriving, regardless of how unhappy i make their lives, or how wealthy they are (meaning they could afford buying supplies to trek to another fort).

For that matter I think migrants should arrive with some STUFF for Christs sake.  If your initial group needed a wagon to transport supplies and equipment and your settlement is still small and growing then new migrants should really be expected to provide more supplies for the fort, why else would they be welcomed to join and enjoy the benefits of the original founders.  I'd imagine one wagon per 4-8 arriving dwarfs would be appropriate.  Maybe once you get larger and aren't a fledgling colony you might welcome immigrants that come in with nothing but the shirts on their backs.
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Mikademus

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Re: Zone for migrant waiting area
« Reply #13 on: November 27, 2008, 07:46:26 pm »

Am I the only one who suspects your going to put the new Immigrant zone of your fort in a room that can be filled with lava at will?

No, that was Australia.
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TettyNullus

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Re: Zone for migrant waiting area
« Reply #14 on: November 27, 2008, 09:13:44 pm »

Have a meeting area set up outside, lock your dwarves inside unless otherwise necessary, at least that's how I've done it when I want a tight control  ;D ( All other features optional, including the flooding room, the magma pit, and what have you! )
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