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Author Topic: No Migrations  (Read 2627 times)

Lysabild

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No Migrations
« on: April 21, 2011, 09:01:55 am »

I'd like to start a fort with 10-20 dwarves and then no migrations, only kids. Is this possible?
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Befenismor

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Re: No Migrations
« Reply #1 on: April 21, 2011, 10:21:59 am »

I've also been wondering if this is possible. But don't you think 20 dwarves are too few? take 10 more for military.
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Re: No Migrations
« Reply #2 on: April 21, 2011, 10:26:31 am »

You can start with a dead dwarf civ, which'll guarantee that you get two migrant waves and no more. There are a few ways of ensuring that dwarves die out during worldgen; a fairly practical solution is to lower their MAXAGE to something ridiculously small before generating a world, then setting it back to normal before playing.
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Shades

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Re: No Migrations
« Reply #3 on: April 21, 2011, 10:28:08 am »

You can start with a dead dwarf civ, which'll guarantee that you get two migrant waves and no more. There are a few ways of ensuring that dwarves die out during worldgen; a fairly practical solution is to lower their MAXAGE to something ridiculously small before generating a world, then setting it back to normal before playing.

Doesn't a dead dwarf civ limit your ability to get barons and the like as well?
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Re: No Migrations
« Reply #4 on: April 21, 2011, 10:29:52 am »

Naturally. There won't be a liaison to speak to, and you elsewise won't get a monarch, but the only alternative is just playing with a low pop cap (which really defeats the point).
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Lysabild

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Re: No Migrations
« Reply #5 on: April 21, 2011, 10:40:32 am »

Can I get a good step by step?
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Re: No Migrations
« Reply #6 on: April 21, 2011, 10:46:39 am »

Go to creature_standard.txt in raw/objects and find [MAXAGE:150:170] under the DWARF entry. Remove the brackets there to disable it. Make a new MAXAGE tag and supply a really low age range (eg "[MAXAGE:10:15]"; you probably want some surviving into adulthood unless you're playing in a tiny world with no conflict). Generate a world that you're happy with. Before playing, go to data/save/(region)/raw/objects, open the creature_standard there, get rid of the low MAXAGE tag, and put the brackets back on the old one.
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Lysabild

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Re: No Migrations
« Reply #7 on: April 21, 2011, 10:47:34 am »

Go to creature_standard.txt in raw/objects and find [MAXAGE:150:170] under the DWARF entry. Remove the brackets there to disable it. Make a new MAXAGE tag and supply a really low age range (eg "[MAXAGE:10:15]"; you probably want some surviving into adulthood). Generate a world that you're happy with. Before playing, go to data/save/(region)/raw/objects, open the creature_standard there, get rid of the low MAXAGE tag, and put the brackets back on the old one.

Nice, thanks.
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Befenismor

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Re: No Migrations
« Reply #8 on: April 21, 2011, 10:57:01 am »

So what happens if all civs die?
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Re: No Migrations
« Reply #9 on: April 21, 2011, 10:59:30 am »

It's happened. You embark as normal, and the starting seven plus the next two migrant waves are the only sentients left in the world (besides demons and whatnot). That's about it.
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Befenismor

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Re: No Migrations
« Reply #10 on: April 21, 2011, 02:58:39 pm »

Is there a population cap or something for your fortress? I want to have 30 dwarves all the time. no more, no less. if 5 of them die, 5 migrants will come. is that possible?
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Quarynn

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Re: No Migrations
« Reply #11 on: April 21, 2011, 03:20:32 pm »

Yes, that was probably in d_init

But children may raise the cap =P
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Befenismor

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Re: No Migrations
« Reply #12 on: April 21, 2011, 03:25:34 pm »

Yup, found it. I have a bad feeling about it though.. time to test it.
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Jeoshua

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Re: No Migrations
« Reply #13 on: April 21, 2011, 05:17:27 pm »

There is a limit in d_init.txt.  But it's not a hard limit.  You'll always go over, since if there is one less than the limit a whole new wave of migrants will be sent, and they take a while in transit to get there.  In transit means they're not counted, so you can get up to 2 waves after you hit that population cap.

So if you want 100 dwarves, set the cap to 70 or so.
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Dutchling

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Re: No Migrations
« Reply #14 on: April 22, 2011, 03:29:52 am »

Setting the pop cap to 0 does the same thing as embarking without a civ except two things:
1. Dwarves will still come to trade
2. You can change it to a higher number if you need migrants

(the first waves will always come)
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