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Author Topic: Immigration Solutions?  (Read 1840 times)

Fairin

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Immigration Solutions?
« on: October 15, 2011, 02:21:33 am »

well after quite literately loosing many nights of sleep to this game, is there a way i can change the rate of immigration. i'd perfer it to need TEN TIMES more wealth to attract the hordes and hordes of immigrants my forts aquire rapidly (by end of year 2 im over 100, its bloody annoying)

i do belive its set by fortress wealth so i embarked with absolutely -nothing- once. had very few immigrants and it was great, got my 20something dwarves settled in nicely then BAM two seasons of near 30 immigrants each and my poor little dormitory made me cry.

guess i probably shouldnt mine a vein of gold to make goblets out of to rob traders with.

im not too terribly good at editing raws but i'd love to give it a try if it could solve the problem somehow -- or the ability to not worry about dwarf immigrants raiseing from the dead and haunting / killing my fortress
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Girlinhat

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Re: Immigration Solutions?
« Reply #1 on: October 15, 2011, 02:41:58 am »

DF is a very raw game, at core.  Let's be real here, the interface is lacking.  One particular place of trouble is the options screen, or lack thereof.  Instead of having a proper option screen, DF uses init files, which the program reads on startup.  init is short for initiation.  In particular, DF\data\init\d_init.txt, or a similar file path, I've done it so often I've forgotten the path :P  There's the init.txt which controls the game settings, like volume and graphics and processor speed, and the d_init.txt that controls gameplay options like population cap, invaders yes/no, child cap, etc.  It's a rough judge of population cap.  0 will give you 2 migrant waves and no more.  25 will get you about 40.  30 will get you about 30.  It's arcane and imprecise, but the default is 200, and I set mine to 50 and get 50 dwarves + extra children and it stabilizes there very well.  Just be aware this isn't a strict rule, but adds a guideline to migrants that can help save you hassle when a wave of 50 appears out of nowhere.

A lot of people say "I refuse to change the init because that's cheating" but let's be honest.  When you hit Esc you expect to see options.  Those options are just on a text file instead of imbedded.  Just be aware you need to completely close DF and restart for the changes to work.

MadocComadrin

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Re: Immigration Solutions?
« Reply #2 on: October 15, 2011, 03:25:43 am »

init is short for initialization.
/pedanticism

Pretty much what G-in-H said. Based on what I've heard, the pop cap stops migrant waves once the population is greater than or equal to it. Basically, you'll get the 2 hardcoded migrant waves, then as many more needed to meet or exceed the popcap.

Say you set the popcap to 50. If your current population is 49, then you still have a chance of getting a migrant wave, which can bring the population past 70 if you're unlucky (20+ migrants). Likewise, say your popcap is 7. You'll still get the 2 hardcoded migrant waves, bringing the population to somewhere between 9 and 7+2*maximum_number_of_migrants_in_a_wave.
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Kogut

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Re: Immigration Solutions?
« Reply #3 on: October 15, 2011, 03:40:43 am »

Or use FD mod (ling in my signature), then you will constantly need more, more and more migrants.
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Necro910

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Re: Immigration Solutions?
« Reply #4 on: October 15, 2011, 03:46:16 am »

Or use FD mod (ling in my signature), then you will constantly need more, more and more migrants.
ORRR he could mod a material made via reaction that had excessive negative value  :P

malroth

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Re: Immigration Solutions?
« Reply #5 on: October 15, 2011, 04:42:41 am »

Or he could just confine his migrants into a burrow in the middle of the obsidian farm and turn them into their own memorial slabs
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Forumite

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Re: Immigration Solutions?
« Reply #6 on: October 15, 2011, 05:50:23 am »

Population cap and baby cap in the init files is your friend.

Donīt see those 100 dwarves as your fortress being extremely successfull, itīs actually that itīs so bad back in the mountain home, that everyone is just waiting to find somewhere to move to, and your fort looks good, at least until the first tantrum spiral and a huge number of deaths make the migrants hesitate.
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JDF117

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Re: Immigration Solutions?
« Reply #7 on: October 15, 2011, 07:36:00 am »

My solution is a burrow over a retracting drawbridge over a 20 z-level drop. No need for modding at all! As a bonus, lots of 'Giant Cave Spider Silk Socks' and such.
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person012345

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Re: Immigration Solutions?
« Reply #8 on: October 15, 2011, 08:53:20 am »

My solution is a burrow over a retracting drawbridge over a 20 z-level drop. No need for modding at all! As a bonus, lots of 'Giant Cave Spider Silk Socks' and such.
In one of my games, essentially this. Though I only have a 2 level, half-water filled moat, pulling up the drawbridge until the immigrants die of thirst stops the immigration problem.
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Wannazzaki

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Re: Immigration Solutions?
« Reply #9 on: October 15, 2011, 09:26:54 am »

I just stick usless migrants on various duties. Digging their own living space out, setting up their own farms and such. It basically causes lots of unskilled hands to do the jobs to set them up very quickly. And once my pop cap hits 200 they stop arriving...more or less. It's a null issue. Set your cap and the migrants wont flood you.
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ASCIt

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Re: Immigration Solutions?
« Reply #10 on: October 15, 2011, 09:52:34 am »

I usually assign the ones with at least a competent skill level in something to whatever that is, but if they're particularly useless I'll put them somewhere that I'm short on dwarf power. Both scenarios can and will include military. On another immigration note, I got some cats, who in turn had kittens, who in turn have been chasing a bluebird around in circles for some time now. It's actually quite adorable.
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Wannazzaki

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Re: Immigration Solutions?
« Reply #11 on: October 15, 2011, 09:57:21 am »

I usually assign the ones with at least a competent skill level in something to whatever that is, but if they're particularly useless I'll put them somewhere that I'm short on dwarf power. Both scenarios can and will include military. On another immigration note, I got some cats, who in turn had kittens, who in turn have been chasing a bluebird around in circles for some time now. It's actually quite adorable.

I have a giant cave tortoise that frolicks around chasing birds and insects with his two felid friends.
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Kofthefens

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Re: Immigration Solutions?
« Reply #12 on: October 15, 2011, 11:02:46 am »

Migrants can be useful. I've embarked on a glacier, and I've had 190 camel related deaths.
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acetech09

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Re: Immigration Solutions?
« Reply #13 on: October 15, 2011, 12:24:22 pm »

I use them as syndrome fodder - when I get some migrants, I dump 10 kits of iron armor and 10 steel spears into the airlock, then open it to the outside. I throw the migrants into squads, send them individually after some wildlife to skill up a tad, then send them into the caverns to deal with a FB - if they die due to full-body paralysis, who cares?

I then use the remaining surviving dwarves to drag all the armor and weapons into a dwarven washing machine to be reclaimed into the fort, but keep the survivors outside to train future migrant generations.
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Fairin

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Re: Immigration Solutions?
« Reply #14 on: October 15, 2011, 06:11:18 pm »

*sniffle* Beautiful, purely beautiful.

also the nicknaming things at the bottom of the ini... happiness ensues!

also i'm quite addicted to embarking with -nothing- maybe a cat and a war animal or 3

thank you =(^.-.^)=
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