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Author Topic: New Migrant System (...watch for untagged spoilers in posts. Sorry.)  (Read 8389 times)

Stormcrow

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #15 on: April 05, 2010, 04:21:14 am »

I got flooded by newcomers without hitting a single cavern. I've been digging out an awful lot of silver, though. Again, there's something warped about barely having time to finish building beds before you need more. I didn't even have time to place them.
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G-Flex

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #16 on: April 05, 2010, 06:49:38 am »

That, and about the poor schlubs headed your way being outrageously more skilled than the guys who just founded the place. You'd think they'd send higher-skilled dwarves to actually found a settlement.
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Charmander

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #17 on: April 05, 2010, 07:02:55 am »

It also seems like the migrants are guaranteed, even if your civilization was ground into dust half a century prior.

Which was a surprise when I got eleven migrants when I was expecting none.

And also kinda annoying.
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Krumbs

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #18 on: April 05, 2010, 07:30:59 am »

I think 1 to 4 dwarfs coming every season after Spring and Summer for a little while would be quite useful. A steady influx of much needed haulers and some skilled dwarves to do jobs your starting seven couldn't.

But the fact they are coming in droves of 20 in the first Summer is a bit over the top, I'll agree. And as Stormcrow said, it breaks immersion.
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tombthedwarf

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #19 on: April 05, 2010, 08:32:08 am »

seems kind of logical, if game breaking: the founders are there to prepare the fort for the excess and/or ambitious dwarves of the old mountain homes. also think of any colonial expansion, a small party would arrive before the main party to prepare the land for town building.
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Ilmoran

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #20 on: April 05, 2010, 10:30:58 am »

I've had this problem (massive immigration waves in the first year) due to creating exceptional dining rooms in previous versions (I'd dig out about a 20x20 room, place a table and chair in every 3x2 section, and through a statue in the middle).  Before the end of the first year, I'd usually have 12-20 immigrants.

As for why immigrants show up before caravans:  Your dwarves had to come from somewhere, so they're friends/families/outfitters probably have at least some idea whats going on.

For the new super-laborer immigrants:  Mixed reaction here.  I always hated the worthless immigrants (going so far as to save scum away my 5 fishery workers out of the wave of 8 immigrants), but I can see why being handed highly skilled dwarves is also less fun.  What I'd really like to see is a feature where either you can request immigrant skills (when the liason comes, "Hey, let everyone back home know we could use a few good butchers"), or the immigrants come based partially on what workshops you have set up (5 mason shops but only 3 masons?  We'll send anotheer 1-2 during the next immigration wave); sort of a "If you build it, they will come" deal.
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Lordinquisitor

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #21 on: April 05, 2010, 10:34:43 am »

Me likes the new system. I can manage huge numbers of guys now, thanks to the Dwarven Rapist.
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Acanthus117

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #22 on: April 05, 2010, 10:42:26 am »

But the sheer unfairness of getting buttloads of them when you crack open a cavern constantly annoys me.
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Stormcrow

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #23 on: April 05, 2010, 10:44:24 am »

For them to arrive within a single season, it's like they're a lagging part of your expedition. Nobody knows if you've arrived yet, nobody knows if you got to your intended destination alive, managed to make camp, or anything. The new migrants don't have supplies to survive on their own, so by not waiting for word to get back, they're completely gambling with their own lives.

I just can't see it making sense, especially when so much effort has gone into civilization code. Shouldn't the migrants be affected by the nearest dwarven settlements? If there's one on top of you, that's another story, but if there's not, then you really shouldn't be getting them so early.

As far as skilled workers go, I can see it either way, really. I can understand people with skills hoping to have a better life in a new settlement, but more people are going to be unskilled than skilled, and would see a new settlement as an opportunity.

Main thing is that it doesn't feel like migrants are hooked into the world at all, and with the amount of code that Toady wrote for that, it's kinda silly. :)
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Krumbs

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #24 on: April 05, 2010, 11:49:27 am »

I say no migrants until the caravan leaves. Once it's gone you get a massive migration wave of 20 or so in Spring, then after that it's small groups of 1 to 7 every season with a few pets coming.

On skills I think there should certainly be the odd expert in there somewhere, as I was bored of useless peasants. Maybe sending in experts in fields your starting 7 were not likely to come as? tanners, butchers, weavers, engravers and the like.

I also like with the idea of them coming based on liason request.
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The Architect

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #25 on: April 05, 2010, 12:11:36 pm »

I also like with the idea of them coming based on liason request.

This is a big favorite among suggestions. I personally don't see why we can't have a kind of immigration office. If you don't want them, send them packing! Why do we accept all comers? At some point they will also need to arrive with personal possessions and supplies (for realism).

Right now my concern is bringing this immersion-breaking immigration problem to Toady's attention. Rather than exploring the underground, I've spent my first year carving out living space for 11 extra unwanted dwarves. None of this would be a real problem for me if I intimately knew the new features (like burrows and the new military settings). As it is, I don't have much room to experiment and learn due to the sheer burden of unwanted numbers.
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Krumbs

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #26 on: April 05, 2010, 01:31:33 pm »

a kind of immigration office. If you don't want them, send them packing!

This could maybe be a job for the mayor or a noble of some sort (preferably not another new type of noble though) to give them something to do. I also like the idea of really large immigration waves bringing their own wagons complete with food, drink, and the odd axe or pick aboard. The food would be low though, not only to symbolise them eating on the way, but also to not give the player too much of an advantage. The wagon could also help the player build new beds for the immigrants, as wood can sometimes become scarce.
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zwei

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #27 on: April 05, 2010, 01:59:47 pm »

Early immigrants: good, first seven are always a bit stretched to provide basics. One or two extra dwarves are always welcome.

Multi-skilled immigrants: quite good, being able to assing that brewer (i already have one!) to some other duty in which he is competent is awesome. The fact that about half of them has decent military skills is really, really good.

Highly skilled immigrants: not exactly great. I makes me feel that time spent training any dwarf is wasted because next wave will contain grandmaster that will usurp his job. Dammned immigrants stealing our jobs! If you want to take advantage of immigrants superior skills, you are also in for some serious pain because job management was never easy.

Large early immigration waves: bad, very, very bad. Each immigration wave bigger than 4 dorfs interrupts gameplay too much because you want to reassign jobs (interface paaaain!) and assign new rectuirs to squads (more interface pain). Then you have to queue equipment production for military. That is, if you just let immigrants spleep in communal room. otherwise you end up qeuing beds and digging/building rooms. Whatever you did when immigrants game is forgotten: you just spent 20 minutes taking care of them.

Out of desperation, for example, I just turned off all jobs on excess immigrants of one wave and assigned them as bookkeeper&co nobles.

In previous version, drafting was be easy and fast way to take care of them.

Immigration waves need to be smaller, much smaller and overly skilled immigrants should be rarer to point where you cheer if you get one.

Tayron

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #28 on: April 05, 2010, 04:22:10 pm »

I was just fiddling around on a new site, testing a few things...and the only thing I did was dig down.  Very, very, far down....and I get an immigrant wave.  It was only maybe 5 dwarves, but considering all I had was a deep shaft in the earth, it was 5 dwarves more than I should have gotten.
« Last Edit: April 05, 2010, 04:23:42 pm by Tayron »
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RandomNumberGenerator

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #29 on: April 05, 2010, 05:19:45 pm »

I like migrants having a variety of skills, but having Grandmaster Pump Operators stream into your fort is just silly. It also gets confusing when you try to reassign them to different labors so you can have 2 miners, a metalsmith and a jewler, but they're all called "Pump Operator" because that is their highest skill.
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