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Author Topic: New Migrant System (...watch for untagged spoilers in posts. Sorry.)  (Read 8401 times)

Pathos

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #30 on: April 05, 2010, 06:31:01 pm »

ITT; People bitching about migrants being useful. =p

Although, I do agree with most of you. I, personally, think that high skilled migrants should refuse to change jobs, or at least refuse to radically change jobs. It'd be a nice trade off.
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Nihilist

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #31 on: April 05, 2010, 06:51:01 pm »

I wouldn't say its too far out of the question that the migrant mechanics we are seeing right now are the mechanics put it for the beta-alpha-beta testers. If you are trying to find bugs/issues with caves, new skills and professions, combat and such its would be highly usefull to have large intial waves. With this version released pre D# merge I'd imagine that changing the system back was not very high on the priority list.

My experiance with em so far was 4 large (8-20) waves of dwarves every season, until i hit 50 (and or around the time the liason died on his first visit) I haven't gotten a wave since (though i've lost about 20 dwarfes in the following year).
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The Architect

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #32 on: April 05, 2010, 07:03:49 pm »

Just for helping you cope: you can rename their jobs. It's a good idea to do so. Carpenter/Mechanic/Clothier from highest value to lowest helps a lot, I find. I also mark them with symbols, from ^Carpenter for already mooded to Clothier* for temporarily altered job assignment (putting idle dwarves on smoothing duty, for instance). You can get a lot more advanced, and put the number of their skill levels before or after each entry in their job title. Carpenter8/Mechanic8/Clothier3 for instance. Abbreviations are sometimes necessary.

So there seem to be two common thoughts:
Players should have some way of directly filtering immigration, and the right to refuse (and possibly request) immigrants.
The current high influx of immigrants combined with their high skill levels is gamebreaking.

There doesn't seem to be a consensus about the proper way to handle the problem. There's controversy over the appropriate arrival time for migrants, appropriate skill levels, and appropriate skill diversity. All of this is exasperated by an increasingly inadequate interface, as interacting with dwarves and fitting them (along with their skills) into the early developing society and economy of the fortress has become exponentially more difficult with this new version.

I think many of these problems would disappear with a change in interface. Dwarf Therapist helps a lot, and I recommend it for players trying to cope. It will help in the interim while Toady sorts things out. He'll be dealing with bugs threatening the stability of the game and functionality of its features before he gets around to balance and interface issues.
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The Architect

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #33 on: April 05, 2010, 07:06:18 pm »

I wouldn't say its too far out of the question that the migrant mechanics we are seeing right now are the mechanics put it for the beta-alpha-beta testers.

That's very possible. It had crossed my mind as well. Without a definitive word from Toady, we have to assume it's unintentional. Either way we have to find ways to cope.
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Nihilist

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #34 on: April 05, 2010, 08:10:39 pm »

That's very possible. It had crossed my mind as well. Without a definitive word from Toady, we have to assume it's unintentional. Either way we have to find ways to cope.

I will admit I am half tempted to make my only fort entrance go though the caverns, a long way though the caverns.
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Anticipation

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #35 on: April 05, 2010, 08:34:49 pm »

The thing is, regardless of wether it fits in with the world and immersion or not if it's harming the game experience it shouldn't be there. Personally I was annoied because it means I get to know each one of my dwarves less and having grandmaster migrants lessens that feeling of accomplishment when you train a dwarf yourself.
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Devast

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #36 on: April 05, 2010, 08:51:05 pm »

Am I the only one that loves large amounts of migrants? I understand it isn't immersing, but having so many bodies is wondrous when preparing to take over caverns
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Ilmoran

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #37 on: April 05, 2010, 09:48:58 pm »

Perhaps the best solution would be a simple init parameter, MAX_IMMIGRANTS, to allow you to set a limit to how many immigrants can appear per wave (excluding automatic immigrants [nobles]).
Potentially slightly more complicated to add:  MAX_IMMIGRANT_SKILL, allowing you to set the highest level of skill you can receive on an immigrant.

Or instead of init parameter, something in the raws somewhere (not sure where it would fit best).
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The Architect

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #38 on: April 06, 2010, 12:04:19 am »

There are no more automatic immigrants nor uncontrollable/unassigned nobles.

I think an in-game option, along the lines of negotiation with the liaison and/or a noble function regulating immigration would be preferable to an init file setting.
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o_O[WTFace]

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #39 on: April 06, 2010, 12:29:57 am »

I would think migration was increased to fuel your war machine, now that enemies are actually dangerous.  Plus the stat changes mean that you might need a larger army instead of just a few legendary +20 superchampions.
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Ilmoran

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #40 on: April 06, 2010, 08:23:07 am »

There are no more automatic immigrants nor uncontrollable/unassigned nobles.

I think an in-game option, along the lines of negotiation with the liaison and/or a noble function regulating immigration would be preferable to an init file setting.

Didn't know that about the immigrants/nobles, haven't gotten far into the new version yet (I keep seeing mod stuff I want to add to my fort, which means regenning the world  :-\ at least I figured out I can get the seed values to make the same world again).

Yes, an in game option would be preferrable, but an init setting would be faster to create.
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Umi

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #41 on: April 06, 2010, 08:36:13 am »

I would think migration was increased to fuel your war machine, now that enemies are actually dangerous.  Plus the stat changes mean that you might need a larger army instead of just a few legendary +20 superchampions.

This is Sparta!

I'll have to try making a Sparta themed fortress one day.  All the males have a mandatory 5 years of military service and the women do everything else.  The sole objective is to conquer the underground, HFS, and utterly annihilate any sieges foolish enough to come near.
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Danaru

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #42 on: April 06, 2010, 09:03:56 am »

Has anyone else had dwarves come in with a profession by their name, but without that job enabled? (Pump Operator without Pump Operating enabled in the labor list)

It only happened once or twice, but with a billion dorfs pouring in, it's difficult to delegate who does what where
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Krumbs

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #43 on: April 06, 2010, 10:01:12 am »

I will admit I am half tempted to make my only fort entrance go though the caverns, a long way though the caverns.

Would be a good way to separate the good from the bad. Unless the worst case scenario happens where the good dwarves form human shields for the pump operators to get past.
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Caldfir

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #44 on: April 30, 2010, 09:51:45 am »

The thing is, regardless of wether it fits in with the world and immersion or not if it's harming the game experience it shouldn't be there. Personally I was annoied because it means I get to know each one of my dwarves less and having grandmaster migrants lessens that feeling of accomplishment when you train a dwarf yourself.
This.
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