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Author Topic: slight problem  (Read 927 times)

tryrar

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slight problem
« on: May 10, 2011, 06:13:51 am »

I have a slight problem here in that the game seems to not be respecting the population cap I set. Any ideas?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Marthnn

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Re: slight problem
« Reply #1 on: May 10, 2011, 06:16:15 am »

Once you reach the cap, there's 2 migrant waves that will still come. The Mountainhomes have yet to recieve news of your current population, probably expecting the last wave to have entirely died.
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Marthnn likes obsidian, steel, star ruby, goblin-cap wood, the color bloody red and giant desert scorpions for their tails. When possible, he prefers to consume sunshine. He absolutely detests cave blobs.

A dwarf wants to heal.  A dwarf is motivated to heal.  A dwarf is, by Armok, going to heal or die trying!  Because if he doesn't heal, he doesn't get alcohol.

wuphonsreach

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Re: slight problem
« Reply #2 on: May 10, 2011, 11:49:22 am »

1) The first two migrant waves after you embark are hard coded.

2) The population cap only takes effect after a game restart.

3) Once you reach the pop cap, the mountainhomes will stop sending migrants.  But migrants take time to be dispatched and arrive, and this time can be measured in seasons.  So depending on how far away you are from the mountainhomes, it's possible to keep getting migration waves, even though you're past the cap.

(The dispatching is a bit abstract at the moment, because migrants get created out of thin air instead of from the existing dwarven population.  But is is definitely possible to get 1 or 2 more migration waves after hitting the population cap.)
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