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Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)
 
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)
 
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)
 
  
 
Cephalo said: "It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. " --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)
 
Cephalo said: "It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. " --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)
  
Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)
 
 
 
I have the same problem.
 
I attended "Hermit" challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)
 
 
Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)
 
 
The first two waves are hardcoded, and you must have >10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)
 
 
With a population limit of 30 I've just had another bunch of migrants arrive pushing my population to 43.  For a while I was getting "no migrants arrived" messages so I thought I was safe. I don't really want to have to manage that many dwarves. Keeping them all fed and housed is going to be a pain. -- [[Special:Contributions/81.156.53.204|81.156.53.204]] 11:13, 1 July 2012 (UTC)
 
  
 
==skills==
 
==skills==
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(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby
 
(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby
 
00:38, 17 September 2010
 
00:38, 17 September 2010
 
I have played for 3 years now a fortress where I refused to dig, and therefore almost everything was made of wood (so low created wealth). I did make some glass things to trade so my trade rates were normal(ish), but my migrant waves were tiny (I've had about seven waves now, never more than 5 dwarfs). So I think it might be based on created wealth.
 
--Mr. Jim 18/7/11
 
  
 
== labor turned on ==
 
== labor turned on ==
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:::.. which looks to me like "archer+related skills" (armor+dodge) added on top of "melee+related skills" (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)
 
:::.. which looks to me like "archer+related skills" (armor+dodge) added on top of "melee+related skills" (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)
 
== More military skill patterns ==
 
 
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:
 
 
:novice swordsdwarf
 
:novice hammerdwarf
 
:talented marksdwarf
 
:adequate shield user
 
:proficient armor user
 
:proficient fighter
 
:competent striker
 
:professional(?!) dodger
 
:proficient observer
 
 
..which caused me some headscratching until I noticed he also had "accomplished ambusher" and figured out the patterns were
 
 
:novice melee (sword, shield, armor, fighter, dodger, observer)
 
:novice melee (hammer, shield, armor, fighter, dodger, observer)
 
:competent hand-to-hand (armor, fighter, striker, dodger, observer)
 
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))
 
 
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).
 
 
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)
 
  
 
== HA! ==
 
== HA! ==
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)
 
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]
 
 
: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)
 
  
 
== Odd thingy ==
 
== Odd thingy ==
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---
 
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---
  
I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)
 
 
If having no notable figures for your parent civ means that it is eradicated, then I seem to have found a bug. I got two additional immigration waves besides the guaranteed first two waves. And if i'm not mistaken this isn't the first time it happened. That unless there have been some modifications about this aspect in v0.31.25. -- Gebel -- 23 November 2011
 
  
 
== Worldgen Immigrants ==
 
== Worldgen Immigrants ==
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::hmm, I don't think it's <i>just</i> based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be <i>recent</i> deaths, or maybe <i>net</i> deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a <i>one time</i> danger message. Or something else, I dunno. But your (presumably) large, "dangerous" fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)
 
::hmm, I don't think it's <i>just</i> based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be <i>recent</i> deaths, or maybe <i>net</i> deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a <i>one time</i> danger message. Or something else, I dunno. But your (presumably) large, "dangerous" fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)
 
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the "No one even considered making the journey to such an accursed death-trap." I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)
 
 
== Immigrant war dogs? ==
 
 
Just had a migrant wave arrive with a "Stray war Dog (tame)". Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)
 
 
== Negative created wealth scares away migrants ==
 
 
While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}.  Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)
 
* There are many migration announcement messages that aren't listed on this (v0.31) page. I have just received the message that some migrants have arrived "despite the danger", which according to the 40d version is due to the large amount of death my fortress has encountered (from population of 175 to 5, thanks to a forgotten beast and a vile force of darkness at the same time). Can we confirm the messages that are in 2010 and include them? I thought it added to the mood of my fortress incredibly! -- [[User:Kalon|Kalon]] 01:25, 8 November 2011 (UTC)
 
 
== Max immigrant wave ==
 
 
The page states the maximum number of migrants in a wave as 10 or so. Help me. I've been swarmed by a total of 110 immigrants over 6 years, and I think I've seen waves of 15 or more in that time.
 
First of all, I'm a noob and I can't handle all of these useless morons standing around. Second of all, WHY AM I GETTING SO MANY MIGRANTS? It's not as if my fortress is even secured at all- The only reason I've survived is that for whatever reason I've never been attacked. Has anyone else had such an experience? [[Special:Contributions/74.98.229.82|74.98.229.82]] 02:11, 16 July 2011 (UTC)
 
:10 is the max for the first two waves which appear in the fortress's first summer and first autumn.  Immigration waves after that can be larger. -- [[User:Khym Chanur|Khym Chanur]] 16:23, 16 July 2011 (UTC)
 
Really? I recently started a new fortress and the first wave brought 11 new migrants. I have no idea what was going on!
 
 
== Controlling Arrival Points ==
 
 
Now I've got a question I've been wondering about for a while - I used to play the "2D" version of DF for a while, and back then you could control where caravans and migrants would arrive from by building a road to the edge of the map. Is that still possible now somehow? I'm tired of them showing up in all the most random directions possible! D: --[[User:Kittenykat|Kittenykat]] 18:28, 28 January 2012 (UTC)
 

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