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Author Topic: Stopping migrant waves in new(?) and exciting ways.  (Read 2448 times)

Ieb

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #15 on: February 01, 2012, 07:06:52 am »

Like darkflagrance said, it wouldn't stop migrants, enemies and traders from spawning. They'd just spawn over the bridges. Or that's what I've heard anyway, there's really no way to seal your site for good, you COULD build walls that separate the wilderness from your fort for total seclusion, so everything that arrived would just mill around the walls, unable to enter.

It's a better idea to just rely on the popcap settings from init. With a low popcap you will get those 2 waves no matter what, but if you twiddle your thumbs and do nothing until those 2 waves arrive, you'll end up with a really low amount of dwarves in the fort.

I'd suggest keeping the popcap at 20. Migrant waves tend to come in certain numbers of dorfs though, so you would probably end up with 21 dwarves or something by the end if you didn't try controlling goods creation and fort expansion(architecture scores also entice migrants to show up), but 20 is a nice stable number. It also makes you eligible for those lovely strange moods.
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Schizotek

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #16 on: February 01, 2012, 09:44:18 am »

That's pretty much what i have now. I embarked in-between a river and a hill that had two ends touching the river. I simply turned it into a plateau instead.

New question: If i simply kill enough migrants will the civilization eventually run out?
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Oliolli

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #17 on: February 01, 2012, 10:02:03 am »

New question: If i simply kill enough migrants will the civilization eventually run out?

Yes. ThatAussieGuy did exactly that.
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Hotaru

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #18 on: February 01, 2012, 11:00:09 am »

Dwarf Fortress: the game where you brutally murder the entire civilization that spawned you to stop the torrent of treasure-seeking lye-makers and fish dissectors.
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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #19 on: February 01, 2012, 11:02:11 am »

It's possible to seal your map with raised bridges. It'll take a while and a lot of mechanism, but it's possible. Also a raised bridge does not make a floor on the next z-layer so that also prevents them from spawning there.
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Hotaru

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #20 on: February 01, 2012, 11:23:19 am »

It's possible to seal your map with raised bridges. It'll take a while and a lot of mechanism, but it's possible. Also a raised bridge does not make a floor on the next z-layer so that also prevents them from spawning there.

Do flying monsters still spawn? Because that would be a very convenient way to seal caverns/hell compared to the traditional walling off.
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It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #21 on: February 01, 2012, 11:29:45 am »

It's possible to seal your map with raised bridges. It'll take a while and a lot of mechanism, but it's possible. Also a raised bridge does not make a floor on the next z-layer so that also prevents them from spawning there.

Do flying monsters still spawn? Because that would be a very convenient way to seal caverns/hell compared to the traditional walling off.

I don't think they do since they always spawn at ground level. I assume they also need a floor to spawn.
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Lagslayer

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #22 on: February 01, 2012, 11:37:17 am »

OOH! New idea. Obsidianize the edge of the map, but don't give them a ramp to climb down from the obsidian wall. They can starve to death, deterring future migrant waves. Plus, you can get lots of Fun ghosts.

Vharuck

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #23 on: February 01, 2012, 11:54:35 am »

Why not have them build their own coffins?  Maybe using a magma kiln, so they don't use any limited resources (if the map-edge magma moat doesn't work).  If they want to be buried, they can do it themselves.
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Sphalerite

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #24 on: February 01, 2012, 12:12:42 pm »

I have blocked the edge of the map off with bridges on several experimental fortresses.  Blocking the map edge with raising bridges completely prevents immigrants, traders, diplomats, liaisons, wild animals, ambushes and sieges, visiting megabeasts, and everything else from spawning.  The top of a raised bridge isn't a valid space that can be walked on, so they don't spawn on top of the bridge like they would if you obsidianized the edge.
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Loud Whispers

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #25 on: February 01, 2012, 12:18:44 pm »

Lock them outside, engrave a pre-set memorial for each one, and have them build a village above ground. If they live, they live.

Then release goblins in the centre.

krenshala

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #26 on: February 01, 2012, 12:35:06 pm »

While the moats, magma, and death matches against various beasties are good clean fun, if you just want to limit your population set the maxpop value in the init files.  You will have to restart DF for the change to take effect, and you will still go over by a however large your last migrant wave is, but it is easy to do.

If you want 50 dwarves, set your pop-cap at about 40.  You will get between 45 and 55, maybe as high as 65, in my experience.

If you want dwarven breeding, but no migrants beyond a certain level, the method I have been successfully using is to set the baby_cap to 1000:1000 (1000% or 1000 children, whichever is lower) and the pop-cap to 20.  If you don't spam out high-value items in the first six months you should end up with just barely enough adults to get moody dwarves after the first two, maybe three, migrant waves.  I've done this reliably for my last few fortresses.
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AyeAgree

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #27 on: February 01, 2012, 01:26:20 pm »

wait a sec... can't you just build a wall like 1 urist away from the map edge to block off unwanted guests?
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urist please!

Oliolli

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #28 on: February 01, 2012, 02:36:02 pm »

They could still spawn. If they spawn, they will eventually dehydrate (No booze! The horror!) and end up as map-clutter and ghosts.
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When all you've got is an adjustable spanner and an entire freight warehouse of terrifying cogs and gears, everything looks like "just a prototype".
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You all turned Swordthunders into a bastion of madness that seems to warp in on itself under its own hatred of sanity.  I'm so happy!
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drowning babies everywhere o-o

TheGazebo

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Re: Stopping migrant waves in new(?) and exciting ways.
« Reply #29 on: February 01, 2012, 02:53:38 pm »

Why not have them build their own coffins?  Maybe using a magma kiln, so they don't use any limited resources (if the map-edge magma moat doesn't work).  If they want to be buried, they can do it themselves.

I really like this idea. On my next fort I'm going to try sealing off all my legendary fish disectors in a mass graveyard/masons workshop. I could just dump in all my stone through a hole in the top and have them do nothing but haul corpses and make coffins. Concentration camps DF style :D
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