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Author Topic: No migrants, no traders, no leaders...  (Read 1375 times)

Pukako

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No migrants, no traders, no leaders...
« on: September 24, 2011, 06:06:48 am »

Does this mean my parent civ is dead?

I had a trader the first autumn but nothing since.  I got migrants up until the third year, then none since.  I've got Fortress Defence installed, so could they have killed off the usual elf and human civs too, as there don't seem to be any, even though they were there on the world view screen?

And is there a definite way of telling that the motherland is dead and you're the last hope for dwarfdom.  And if so, when the fortress finally falls, is that it for the world?

Answers, or pointing me to the last discussion on this could be appreciated.
« Last Edit: September 24, 2011, 06:08:24 am by Pukako »
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Mister Always

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Re: No migrants, no traders, no leaders...
« Reply #1 on: September 24, 2011, 06:09:30 am »

Does it say "no important leaders" under your civ on the civ screen? If so, yes. The first few migrant waves are generated out of thin air, along with the first caravan, and then it's done.

Now it's up to you to put the dwarves back in power! You are the last stronghold!

For plump helmeeeeeeeets!
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Pukako

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Re: No migrants, no traders, no leaders...
« Reply #2 on: September 24, 2011, 05:14:04 pm »

Thanks - yes, "No Important Leaders"

Good luck to all, I say :o
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jaxler

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Re: No migrants, no traders, no leaders...
« Reply #3 on: September 24, 2011, 11:11:42 pm »

so as the city of boneworks fell and the king was lost, the world forgot about the stout bearded mountain dwellers. one stronghold is left, only the local bands of goblins know of the trap ridden fort. dwarfs are dead, the land is lost, armok is laughing, the world is littered with broken dwarven halls and bones. only 1 fort is left so... strike the earth. not for you, not for the 7, not for all whom seak refuge in the halls of last stand keep, but for the dwarven raise. so pick up the pick, slash with the sword, blast the ballista, for if you fail dwarfs and all there glory and pride will be another page in the book of history. so for the sake of Armok slay the hords of green skinned demons and point eared tree huggers and castle dwelling pride feeding demon lead basterds. for if you fail at least the carp won't go hungery.

long live MOUNTAIN GUARD
« Last Edit: September 24, 2011, 11:26:28 pm by jaxler »
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I've decided to say "fuck it" and will just implode my fort.

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jhxmt

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Re: No migrants, no traders, no leaders...
« Reply #4 on: September 25, 2011, 05:35:33 am »

Is there any way to identify, before embark, whether or not a particular playable dwarven civ is dead?

I actually want to play as the last seven (well, okay, last 22 ish depending on the first couple of migrant waves) dwarves in the world, but every time I embark I seem to end up with a live one!  :P
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kardwill

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Re: No migrants, no traders, no leaders...
« Reply #5 on: September 25, 2011, 07:08:35 am »

Check legend? If a civ's story ends at year 22, there's a good chance they are not around anymore...
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Pukako

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Re: No migrants, no traders, no leaders...
« Reply #6 on: September 29, 2011, 03:06:08 am »

And, on year 6, the traders arrived...

There is now an outpost liaison/architect approaching the fortress.

So they died out at year 3, and are back 3 years later.

I have no idea what's happening, but I can finally get rid of all those bone crafts... :)
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James009

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Re: No migrants, no traders, no leaders...
« Reply #7 on: September 29, 2011, 05:04:13 am »

Is there any way to identify, before embark, whether or not a particular playable dwarven civ is dead?

I actually want to play as the last seven (well, okay, last 22 ish depending on the first couple of migrant waves) dwarves in the world, but every time I embark I seem to end up with a live one!  :P

Two ways, check Legends or go into Adventurer mode and see how big each civ is before embarking. I always look at the number of cities and territory they hold before embarking.

And, on year 6, the traders arrived...

There is now an outpost liaison/architect approaching the fortress.

So they died out at year 3, and are back 3 years later.

I have no idea what's happening, but I can finally get rid of all those bone crafts... :)
Maybe they temporarily lost power and now they've reestablished it? I don't think too much political stuff is in yet but it makes one wonder.
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Tiruin

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Re: No migrants, no traders, no leaders...
« Reply #8 on: September 29, 2011, 07:41:58 am »

So it ISN'T just me having those 'come backs' from the vanishing civilization.

However, it might not be a bug. Realism counts as if you are trading with an outpost like yours, they must need time to rebuilt their caravan right?

Although mine was bugged in a way that I keep on receiving migrant waves even if my parent civ is dead and that no caravan comes after the second year...
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Grumbledwarfskin

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Re: No migrants, no traders, no leaders...
« Reply #9 on: September 29, 2011, 01:34:38 pm »

Completely dead dwarven civs will still send liasons, merchants, and migrants in the current version, unfortunately. At least, unfortunately once you know what's going on. It is noob-friendly, so you don't gen your first world, not realize that all the dwarves are dead, and wonder why the caravans/liasons/etc. aren't working at all.

Even if world gen reaches the "age of death", where all civilizations are dead (no dwarves, humans, elves, goblins, or kobolds left alive...not sure if animal people count or not), you can still embark in dwarf mode...you'll get migrants, the home civ. caravan, and the liaison, but I think you won't get any goblin invasions, human/elven caravans, or a king. At least, that's what I hear.

I'd say I haven't tested it myself, as I haven't been playing that long, but I think I've only ever played as a dead civ...it felt pretty alive, except for no king to come make you the mountainhome, the blank entry for important civ figures, and the fact that, when you lose, legends mode ends the entry on your fort with a note that your civilization was wiped out. When I reclaimed the site, it ended up being as a different dead dwarven civilization.

You won't get migrants if you've lost a lot of dwarves (especially if some were nobles) and you haven't produced enough wealth to entice them to come anyway; embarking to a biome that's considered dangerous might also prevent them from coming, but I'm not sure what would keep the liason/caravan away, other than perhaps keeping the liaison around for several years by having a full-time military mayor, who won't meet with the liaison.
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Pukako

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Re: No migrants, no traders, no leaders...
« Reply #10 on: September 30, 2011, 02:02:20 am »

Well, Anguishfortress is crumbling as I type.

A combination of a forgotten beast entering through a very secret door, a giant eagle preventing all dwarves from throwing out the corpses, and for some reason, The Clean Dyes NOT responding to the cancel order command, and spending two seasons on the roof.

All are not happy, bodies are strewn across the floor, and I pulled the Emergency Magma Release level.

And I was going to post that although the trader came, no migrants, but some have just turned up. 

This game still surprises me at times...
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Endiqua

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Re: No migrants, no traders, no leaders...
« Reply #11 on: September 30, 2011, 07:00:07 am »

Sounds like FUN! 

for some reason, The Clean Dyes NOT responding to the cancel order command, and spending two seasons on the roof.

I've had that happen when I hit the key that selects individual members rather than squads (at least I think that's what it was - it's some key on the squad screen).  I also think disbanding the squad in the military screen would work. 
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