Bay 12 Games Forum

Please login or register.

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

Author Topic: Stopping Immigration  (Read 1251 times)

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Stopping Immigration
« on: August 15, 2009, 09:57:45 pm »

Alright, I did some searches but I guess my search-fu is weak. I know there was a thread on this recently, I remember reading it. I'd like to know what settings are required to disable migration. I would like to play a fortress which utilizes only the original 7 dwarves and their children. A single migrant wave is acceptable if it is unavoidable.

The only things I found when searching were a few 2007/2008 threads which intimated some link between the BABY_CHILD_CAP token and immigration, as well as obviously POPULATION_CAP. I also saw warnings that setting POPULATION_CAP too low will cause it to be ignored.

Can someone help me out here?
Logged

Elliott_Thinas

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #1 on: August 15, 2009, 10:08:28 pm »

Yeah its pretty much all in the wiki under 'Init'. Go to your init, its a text file somewhere in your data folder and lower the immigration thing from 200 to 7. As long as none of your guys die my understanding is that you won't get any immigrants. Check the wiki for further help.
Logged
I got me a breeding pair of Han Solos.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Stopping Immigration
« Reply #2 on: August 15, 2009, 10:17:00 pm »

Yeah its pretty much all in the wiki under 'Init'. Go to your init, its a text file somewhere in your data folder and lower the immigration thing from 200 to 7. As long as none of your guys die my understanding is that you won't get any immigrants. Check the wiki for further help.

Uh, thanks? I did, of course, check the wiki before posting... none of the questions I asked are answered in the wiki. The wiki's advice is to set the POPULATION_CAP to 15-20 below your target number which is meaningless as I would like NO migrants at all. I have seen in other threads indications that setting POPULATION_CAP too low (to 7, for example) will simply make dwarf fortress dismiss it and proceed as normal. I don't know if this was a quirk of a previous version or an ongoing 'feature' and that was one of the purposes of posting here.

As for the BABY_CHILD_CAP, the wiki doesn't have any information at all on my question there about it having an effect on migration when set incorrectly. I understand what the notes in the init file say, and what each token is supposed to do, but DF is rife with unintended/undocumented interactions and features. I do appreciate your attempt at helping, I just wish it were more helpful.  :)
Logged

Luckk

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #3 on: August 16, 2009, 02:23:18 am »

Well, if you really want to play without any migrants, you could have a retracteble bridge over a very deep cliff/hole and station all migrants that come over it while you drop them to their death.  I'll see if I can find anything that says what to do for having no migration.

Edit: While I have no idea if this will work, did you try setting the Baby child cap as this:

[BABY_CHILD_CAP:0:1000]

If it doesn't, I'll see if I can find anything else.
« Last Edit: August 16, 2009, 02:28:57 am by Luckk »
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Stopping Immigration
« Reply #4 on: August 16, 2009, 02:31:50 am »

Well, if you really want to play without any migrants, you could have a retracteble bridge over a very deep cliff/hole and station all migrants that come over it while you drop them to their death.  I'll see if I can find anything that says what to do for having no migration.

Edit: While I have no idea if this will work, did you try setting the Baby child cap as this:

[BABY_CHILD_CAP:0:1000]

If it doesn't, I'll see if I can find anything else.

That wouldn't serve my purpose even if it worked, because I want the dwarves to have children...
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: Stopping Immigration
« Reply #5 on: August 16, 2009, 02:42:40 am »

You will always have at least 1 immigrant wave. Even if you set the population cap to 7, it is hardcoded at a minimum of 10 dwarves.
This means that, as long as your current population is below 10, you WILL get an immigrant wave.
The size of this immigrant is not capped. So, it can take your population above the hardcoded 10.

But then again, it's not that hard to kill off migrants. On the bright side, their deaths will send a warning to the Mountainhomes, and migrants will be less likely to come (many deaths = less migrants)

There's been quite a few people who did a hermit challenge. Provided for nice stories :)
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Luckk

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #6 on: August 16, 2009, 02:44:11 am »

It seems after searching for a bit, there is no clear way to not recieve immigrants (well, I can't find anything).  The only other suggestions I can make to help stop or curb it is to either mod it so no dwarf civilizations are alive anymore in the world (it should still allow you to make a fort without immigrants coming because they're all dead) or just not make wealth since immigration is controlled by that.
Logged

EvilTwin

  • Bay Watcher
  • likes skeletons for their afros
    • View Profile
Re: Stopping Immigration
« Reply #7 on: August 16, 2009, 03:36:36 am »

you could also embark on an island, but then you wont have any trade...
Logged

blah28722

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #8 on: August 16, 2009, 03:48:56 am »

Use a embark editor to start with 10 dwarves

set pop cap to 10

baby cap left alone
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Stopping Immigration
« Reply #9 on: August 16, 2009, 04:49:05 am »

Use a embark editor to start with 10 dwarves

set pop cap to 10

baby cap left alone

Hmm, I could do this. Which would you recommend? Tweak?

I'm not familiar with them, as I use 40d13 and none exists for that version yet. I understand there is save compatibility between the versions though so I could swap as needed.
Logged

Stormrage

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #10 on: August 16, 2009, 07:26:12 am »

Will additional children be born even though the population cap is set, say to ten, and there are already 10-15 dwarves?
Can dwarves who share one same grandparent fall in love and get married?
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Stopping Immigration
« Reply #11 on: August 16, 2009, 07:36:10 am »

Will additional children be born even though the population cap is set, say to ten, and there are already 10-15 dwarves?
Can dwarves who share one same grandparent fall in love and get married?

Yes to the first, as far as I know pop cap only affects migration.

I have no idea for the 2nd one.
Logged

EvilTwin

  • Bay Watcher
  • likes skeletons for their afros
    • View Profile
Re: Stopping Immigration
« Reply #12 on: August 16, 2009, 07:45:49 am »

that wouldnt be a problem though, as there's dwarves from other grandparents... also, even the first generation after the original embark dwarve's generation will "produce" a lot of youngsters, i think
Logged

blah28722

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #13 on: August 16, 2009, 10:00:37 am »

oh, you're going to want to do something like [CHILD:3] on dwarves so they don't take 12 years to mature.
Logged

Skorpion

  • Bay Watcher
    • View Profile
Re: Stopping Immigration
« Reply #14 on: August 16, 2009, 11:42:08 am »

I dunno, with only a few dwarves, FPS is really high. A year can pass pretty quickly.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.
Pages: [1] 2