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Author Topic: New Migrant System (...watch for untagged spoilers in posts. Sorry.)  (Read 8384 times)

Zaranthan

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #45 on: April 30, 2010, 02:00:16 pm »

I've decided to handle the skilled migrant issue by making skills irrelevant. Every dorf gets nearly every labor enabled. Miners, woodcutters, planters, and fishers are specialists, as these labors cause management issues (mining/woodcutting mutual exclusivity, dabbling planters ruining seeds, fishers refusing to do anything but stand around complaining about the lack of fish in the river). When I get enough dorfs to start getting moody, I start filtering out the legendaries as well. No amateur weaponsmiths on Urist McArtifactBattleaxe's watch!
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Croquantes

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #46 on: April 30, 2010, 03:04:12 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

I also really like getting so many migrants. It makes the beginning of the game more challenging, because not only do you have to feed all those migrants, and clothe them, you also gotta put them to work.

I've been able to start projects years ahead of schedule, because I can devote entire migrant waves to things that need to get done, like settling the underdark. I tinkered with worldgen, so the underground cave systems are vast open underground plains. Where many dwarves die quick, terrible deaths.
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huhu

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #47 on: May 02, 2010, 01:13:29 pm »

The mass immigration is really annoying. My forts now routinely have a drawbridge entrance, so I can close it and leave the migrants die outside. When I allowed everyone inside, I got 30+ idlers regularly. Sure, they're useful for cleaning stones from the hallways and smoothing walls, but if I wanted an effect like that in the game I'd just mod SPEED:1 or something.

I'm completely pro-refuse immigrants. I think there should be very few to no immigrants in the first years either way, and none whatsoever before the first dwarven caravan leaves, or at least some kind of numbers for immigration frequency/volume in the raws that lets everyone adjust it to how they like. Perhaps you'd need to designate a dwarf for immigration managing purposes if you want waves greater than 1 or 2 dwarves.
« Last Edit: May 02, 2010, 01:16:15 pm by huhu »
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Ampoliros

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #48 on: May 02, 2010, 02:01:39 pm »

Assign unwanted migrants to an outside-your-fortress (either caverns, or outside) burrow area. Toss them out a few flimsy battleaxes and let them chop down trees until the goblins murder them all, then repeat with next migrant wave. If you're lucky, you can even reuse the battleaxes!
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JoshBrickstien

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #49 on: May 02, 2010, 05:04:07 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

I also really like getting so many migrants. It makes the beginning of the game more challenging, because not only do you have to feed all those migrants, and clothe them, you also gotta put them to work.

I've been able to start projects years ahead of schedule, because I can devote entire migrant waves to things that need to get done, like settling the underdark. I tinkered with worldgen, so the underground cave systems are vast open underground plains. Where many dwarves die quick, terrible deaths.

I also really like getting so many migrants. It makes the beginning of the game more challenging, because not only do you have to feed all those migrants, and clothe them, you also gotta put them to work.

[/quote]
because not only do you have to feed all those migrants, and clothe them,

[/quote]
clothe them

Normal people do that?
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.

Mr. GOH!

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #50 on: May 02, 2010, 08:50:08 pm »

Alls I know is that my DF2010 fortresses have seen the mortality rate of immigrant fish cleaners and pump operators skyrocket. I've taken to assigning useless dwarves to underequipped militia units and stationing them around the surface and caverns to serve as early warning systems for Forgotten Beasts and gobbo raiders. It's their patriotic duty to sacrifice their lives opposing all undwarfy invaders. If one happens to become survive once in a while, then I've got a promising recruit for the standard army. Most however die from dehydration or starvation while manning their posts and are unceremoniously tossed into the graveyard. A dwarf's gotten earn his position in my fortresses!
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Techhead

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #51 on: May 02, 2010, 11:48:46 pm »

I got a legendary glassmaker in my third immigrant wave. The funny part is he's the third glassmaker I have. I have sand, but I never built a glass furnace. He just lounges around, mostly.
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zwei

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #52 on: May 03, 2010, 02:51:13 am »

I've decided to handle the skilled migrant issue by making skills irrelevant. Every dorf gets nearly every labor enabled. Miners, woodcutters, planters, and fishers are specialists, as these labors cause management issues (mining/woodcutting mutual exclusivity, dabbling planters ruining seeds, fishers refusing to do anything but stand around complaining about the lack of fish in the river). When I get enough dorfs to start getting moody, I start filtering out the legendaries as well. No amateur weaponsmiths on Urist McArtifactBattleaxe's watch!

Ruining seeds is not issue at all. If you dutifully mill/brew/whatever everything, you are always going to be at seed cap.

Alls I know is that my DF2010 fortresses have seen the mortality rate of immigrant fish cleaners and pump operators skyrocket. I've taken to assigning useless dwarves to underequipped militia units and stationing them around the surface and caverns to serve as early warning systems for Forgotten Beasts and gobbo raiders. It's their patriotic duty to sacrifice their lives opposing all undwarfy invaders. If one happens to become survive once in a while, then I've got a promising recruit for the standard army. Most however die from dehydration or starvation while manning their posts and are unceremoniously tossed into the graveyard. A dwarf's gotten earn his position in my fortresses!

In my forts, every immigrant with military skills gets drafted. Since about 1/2 of immigrants have military skills, this works quite well both for making formidable army as well as handling immigration issues (you loose quite a few highly trained X's this way)

MrWiggles

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #53 on: May 03, 2010, 02:53:24 am »

I got a legendary glassmaker in my third immigrant wave. The funny part is he's the third glassmaker I have. I have sand, but I never built a glass furnace. He just lounges around, mostly.

So he went to your fort to retire? :D
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