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Author Topic: Complete Lack Of Immigrants Forever  (Read 2398 times)

Biag

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Re: Complete Lack Of Immigrants Forever
« Reply #15 on: June 05, 2010, 12:57:56 am »

I'm in a similar situation with my current fortress. Extinct local dwarf civ. :'( As much as I like having a small manageable group, I would love to get a few more dwarves now instead of waiting 12 years for the dorflings to grow up, is there any way to cheat somewhat and add in a few additional artificial migrants? Test-tube dwarves ahoy~

You don't have to regen if you mod the creature raws. Go into creature_standard.txt, find dwarves, and change [CHILD:12] to [CHILD:3] or something. Watch out for dwarfsplosions, though.
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garland

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Re: Complete Lack Of Immigrants Forever
« Reply #16 on: June 05, 2010, 04:29:31 am »

Ah that's wondeful news! Thanks muchly~ How does it affect dwarves if say, you change the age to 3, and then back to 12 again after a few years, will the new adult dwarves that are still technically under age 12 turn back into children?
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Old-one-eye

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Re: Complete Lack Of Immigrants Forever
« Reply #17 on: June 05, 2010, 05:32:50 am »

I've done this intentionally before. Make the dwarven entity utterly pathetic and watch them burn after the first few years of world gen, then start a fortress and begin reestablishing yourselves. It would be nice if Toady would give us the ability to abandon and the fortress remain a city of the civilization, becoming the mountain homes, in this case, for future fortresses, so we can go about building a new world order.
Doubtless we can look forward to this level of depth the way this game is going. =D
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loose nut

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Re: Complete Lack Of Immigrants Forever
« Reply #18 on: June 05, 2010, 08:06:08 pm »

It would be nice if Toady would give us the ability to abandon and the fortress remain a city of the civilization, becoming the mountain homes, in this case, for future fortresses, so we can go about building a new world order.

That is exactly what I most want from this game. Meet some arbitrary requirements (a count and no great population losses for three years) and you could consider the fort "established" and go on to the next one.

Build a dwarven empire, brick by brick!
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HAMMERMILL

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Re: Complete Lack Of Immigrants Forever
« Reply #19 on: June 05, 2010, 08:09:30 pm »

Well, then you'd have situations where the fortress should rightly be abandoned, HFS, magma accident, flooding, goblin seige, ect.

But if the game could determine if your fortress was pretty stable, you should beable to leave the fortress without any issue. Maybe just make it so that you can never play that fortress again to avoid exploits, etc. Have it so you can "forfeit sovereignty" instead of "abandon fortress".
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numerobis

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Re: Complete Lack Of Immigrants Forever
« Reply #20 on: June 05, 2010, 08:27:36 pm »

That's a stated goal in development.  It's not easy to do it right.
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Eric Blank

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Re: Complete Lack Of Immigrants Forever
« Reply #21 on: June 05, 2010, 09:16:30 pm »

makes me wonder if toady has set up a list of goals for the next major release yet.
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Untelligent

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Re: Complete Lack Of Immigrants Forever
« Reply #22 on: June 05, 2010, 10:37:07 pm »

makes me wonder if toady has set up a list of goals for the next major release yet.

I think adventurer skills, more flexible graphics mods, and the top 10 suggestions doodad are going to be next, in some order or maybe bits and pieces from all three.

Then there's this list (not the cores, the stuff before that), which he'll be basing a good chunk of his development on for a while. I expect some of the stuff there will change from white to beige when he finishes the bugfixing, particularly the first one in Adventurer Skills Preliminaries, "Ways to obtain food while traveling (hunt/gather)."
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Eric Blank

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Re: Complete Lack Of Immigrants Forever
« Reply #23 on: June 05, 2010, 10:59:02 pm »

makes me wonder if toady has set up a list of goals for the next major release yet.

I think adventurer skills, more flexible graphics mods, and the top 10 suggestions doodad are going to be next, in some order or maybe bits and pieces from all three.

Then there's this list (not the cores, the stuff before that), which he'll be basing a good chunk of his development on for a while. I expect some of the stuff there will change from white to beige when he finishes the bugfixing, particularly the first one in Adventurer Skills Preliminaries, "Ways to obtain food while traveling (hunt/gather)."

I am now concerned that "ability to use workshops" or something definitively synonymous isn't on that list. I guess it might be part of "Way to build shelter/home and ability to save it as a permanent site (part of Core85)" but I am a worry wart. Oh well.
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I make Spellcrafts!
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qoonpooka

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Re: Complete Lack Of Immigrants Forever
« Reply #24 on: June 27, 2010, 04:12:52 pm »

Is there any way to deliberately create this scenario?

My usual trick of maxing the civilzation population out at 2 dwarves generates ruined dwarven cities, but dwarves are still on the civilization neighbors list on embark AND I get immigration waves.

Failing that, is it possible to find the remaining population of dwarves in the entire world after gen?  I'd be okay with immigrants if they could reliably stop at a reasonable number.  (I got bored of playing with full-immigration waves being the norm.)
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jaked122

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Re: Complete Lack Of Immigrants Forever
« Reply #25 on: June 27, 2010, 04:23:04 pm »

makes me wonder if toady has set up a list of goals for the next major release yet.

I think adventurer skills, more flexible graphics mods, and the top 10 suggestions doodad are going to be next, in some order or maybe bits and pieces from all three.

Then there's this list (not the cores, the stuff before that), which he'll be basing a good chunk of his development on for a while. I expect some of the stuff there will change from white to beige when he finishes the bugfixing, particularly the first one in Adventurer Skills Preliminaries, "Ways to obtain food while traveling (hunt/gather)."

I am now concerned that "ability to use workshops" or something definitively synonymous isn't on that list. I guess it might be part of "Way to build shelter/home and ability to save it as a permanent site (part of Core85)" but I am a worry wart. Oh well.
I believe that is it listed under something closer to "adventure mode skills", as in the ability to learn and use these skills.

Arkenstone

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Re: Complete Lack Of Immigrants Forever
« Reply #26 on: July 30, 2010, 10:54:34 pm »

Is there any way to deliberately create this scenario?

My usual trick of maxing the civilzation population out at 2 dwarves generates ruined dwarven cities, but dwarves are still on the civilization neighbors list on embark AND I get immigration waves.

Failing that, is it possible to find the remaining population of dwarves in the entire world after gen?  I'd be okay with immigrants if they could reliably stop at a reasonable number.  (I got bored of playing with full-immigration waves being the norm.)
Try removing the [FEMALE] tag from dwarven women, and make sure you gen for several hundered years.  That way, the dwarves will be unable to breed, and die out from old age.  You may wish to put this back before starting if you want any children in your fort (but be aware that the starting seven may still be sterile in spite of this; any immigrant waves you do somehow get should be ok though)

Also, I heard that you always get the first two waves, no matter what; keep that in mind when checking to see if your methods are successful.
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