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Author Topic: Immigrants  (Read 1014 times)

Veetor

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Immigrants
« on: May 17, 2011, 08:23:12 pm »

So, how do I turn off immigrants? I heard that there is no way to turn it off, but you can make a world where the dwarves are dead, and you will only receive the first two waves, if that is true, how do I generate a world like this?
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Agent_86

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Re: Immigrants
« Reply #1 on: May 17, 2011, 09:08:27 pm »

Set your population cap to 0.  You will only get the two hardcoded immigrant waves, no more.
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When something isn't quite dorfy enough, just add magma.

Veetor

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Re: Immigrants
« Reply #2 on: May 17, 2011, 10:04:46 pm »

Ah, yes, I forgot to add, I am running an "experiment", I plan on playing with the starting seven more dwarves, plus some more needed to marry them all. With the pop cap to 0, they won't be able to have children, will they?
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Agent_86

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Re: Immigrants
« Reply #3 on: May 17, 2011, 10:08:26 pm »

The population cap only effects immigrants.  The number of dwarven children in your fort is effected by a separate value.
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When something isn't quite dorfy enough, just add magma.

Vercingetorix

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Re: Immigrants
« Reply #4 on: May 17, 2011, 10:31:56 pm »

Ah, yes, I forgot to add, I am running an "experiment", I plan on playing with the starting seven more dwarves, plus some more needed to marry them all. With the pop cap to 0, they won't be able to have children, will they?

They'll be able to have children; the cap on them by default is a total number of 100 children maximum in the fortress or 1,000% of the fortress population.  However, I'm not sure how it would work with future generations; I think dwarves need to be at a minimum cousins in order to marry, so you might run in to trouble if you're going to have it continue for a while.

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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

Veetor

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Re: Immigrants
« Reply #5 on: May 17, 2011, 11:10:06 pm »

Yes, I want to see how far they can go with reproductions, with no migrants.
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Agent_86

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Re: Immigrants
« Reply #6 on: May 18, 2011, 12:00:40 am »

It would be interesting to see how long a fort could stay self-sustaining after the population cap is reached...
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When something isn't quite dorfy enough, just add magma.

Lytha

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Re: Immigrants
« Reply #7 on: May 18, 2011, 06:24:40 am »

Here's a hint from someone who always runs her fortresses in that way (I just hate immigrants): Set the maximum for the children/babies to something low. You absolutely do not want a fortress with 10 adults and 100 children. These suck, because 100 children do eat and drink quite a lot while only causing fps issues by chasing their mothers all the time. I don't allow more children than there are adults in my fortresses.

Also, mod your dwarf race and reduce the childhood of them to something like 7 years or less. You'll see the new generations and their relationships and funny relatives faster, without having to wait the whole 12 years.
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

Veetor

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Re: Immigrants
« Reply #8 on: May 18, 2011, 07:38:04 am »

Alright, thanks for the replies everyone, it sucked killing all the immigrants then having lots of ghosts who would come a murder my few dwarves. :(
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foop

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Re: Immigrants
« Reply #9 on: May 18, 2011, 08:07:20 am »

I can confirm that setting the child cap low is a good idea, for the reasons mentioned above.

Alright, thanks for the replies everyone, it sucked killing all the immigrants then having lots of ghosts who would come a murder my few dwarves. :(

I'm currently quite a way into a fort that has just the starting dwarves and the first wave of immigrants.  After the first wave, my long twisty path of repeating vertical spikes over a 10-Z pit was commissioned.  I have yet to be successfully visited by liaisons, caravans, elves, humans, goblins, or thieving macaques.  I have an airlock system that allows me to stop the spikes while I retrieve the corpses of the hapless immigrants and caravan guards for burial.  This has, so far, avoided the problem of ghosts.  I'm sure it won't be long though, before a caravan guard dodges into a pond on the way to the depot and then gets ice-atom-smashed in winter.

The immigrants seem foolishly optimistic.  My last wave was in the high 20s "despite the danger".  Despite the danger?  Despite the fact that every bloody visitor gets their limbs scythed off by tower-cap spikes, more like.
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Saiko Kila

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Re: Immigrants
« Reply #10 on: May 18, 2011, 11:25:26 am »

The immigrants seem foolishly optimistic.  My last wave was in the high 20s "despite the danger".  Despite the danger?  Despite the fact that every bloody visitor gets their limbs scythed off by tower-cap spikes, more like.

Maybe there is a civil war in their home country. They want to see some world before they die.
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Chocolatemilkgod

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Re: Immigrants
« Reply #11 on: May 18, 2011, 04:52:57 pm »

If a migrant were to be, er, 'introduced' to a drawbridge, would they come back as a ghost? Since their entire body would have been destroyed...Hmmm...
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Dwarf 1: This is the worst part... The calm before the battle.
Dwarf 2: And then the battle is not so bad?
Dwarf 1: Oh...right. I forgot about the battle.

Marthnn

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Re: Immigrants
« Reply #12 on: May 18, 2011, 05:10:15 pm »

If a migrant were to be, er, 'introduced' to a drawbridge, would they come back as a ghost? Since their entire body would have been destroyed...Hmmm...
Slabs.

That pretty much sums it up.
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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.

Lytha

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Re: Immigrants
« Reply #13 on: May 18, 2011, 06:11:58 pm »

I really haven't had issues with the ghosts of the two hardcoded immigration waves (all of these were introduced to the bottom of a drawbridge.)

In my latest embark, I sat on a soil aquifer and had forgotten to bring some rocks for the engraved stone slabs for the immigrants. Ghosts were rising pretty fast while I was busy with the aquifer. They did hang around near the meeting zone, or followed those dwarves who had nodded at them once in passing or so, but they did nothing harmful at all. They also didn't seem to give anyone any bad thoughts.

Well, perhaps I was just lucky.
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

Reelyanoob

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Re: Immigrants
« Reply #14 on: May 18, 2011, 06:47:00 pm »

I hear tell that a dwarves' state of mind on death affects the ghost, so maybe your immigrants were spawned cheerful on the map edge and didn't have time for any negative thoughts.
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