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Difference between revisions of "v0.31 Talk:Immigration"

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::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)
 
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)
 
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)
 
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)
 +
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)

Revision as of 00:32, 24 June 2010

skills

First migrant wave, 3 migrants, 1st summer. One migrant, a "stoneworker", had:

  • Competent (3) Armor User
  • Novice (1) Siege Operator
  • Competent (3) Fighter
  • Competent (3) Wrestler
  • Competent (3) Dodger
  • Expert (8) Engraver
  • Expert (8) Mason
  • Novice (1) Animal Dissector
  • Adequate* (2) Tanner (* the new term for the old "no label" level 2 experience slot)

We ain't in Kansas any more!--Albedo 07:49, 5 April 2010 (UTC)
Another (rerun via seasonal save, same season as above):

  • one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.
  • one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.
  • and a very familiar level 2 (Adequate) Dyer.
I had one with *two* Grand Master (14) medical skills show up. (anon)

GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by "profession", nor have to make any "sense" re matching up.--Albedo 19:43, 5 April 2010 (UTC)

size of waves

For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...
For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --Nimblewright 09:11, 6 April 2010 (UTC)
And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm. Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus. For now, keep an eye on Trade %, but watch Created Wealth as well. --Albedo 17:55, 6 April 2010 (UTC)

Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --131.111.254.209 12:45, 6 April 2010 (UTC)

25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's "typical".
Has anyone had OVER 25 (not including children)?--Albedo 17:55, 6 April 2010 (UTC)

It seem that now immigration is a lot less random and more wealth dependant. E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all). Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.

Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen. It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further. Greep 01:55, 17 April 2010 (UTC)


I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire

Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? Greep 09:44, 18 April 2010 (UTC)

Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number. In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached. I believe the population cap doesn't kick in until the next year after the population cap is reached. For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the "no migrants this season" message. Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde

In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --Quietust 02:58, 14 June 2010 (UTC)

Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)

Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time. Sure enough two of the maps I embarked to gave me an initial wealth of 100k. This is a known bug but it is definitely what is causing the insane amount of immigrants early on. I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde

labor turned on

Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only if not turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --Confused 12:56, 11 April 2010 (UTC)

I think dwarves are just assigned a history of jobs (like NPCs), and their "latest" one is the active one, even if they're far better suited at another job. I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. Trorbes 18:44, 11 April 2010 (UTC)
I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. -Coaldiamond 13:26, 28 April 2010 (UTC)

pattern with military skills?

It seems like immigrants arrive either completely without military skills, or they have quite a few. In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it. In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill. Can anyone confirm this? Greep 20:36, 16 April 2010 (UTC)

I was noticing a different pattern - posted as such, with {verify} tag.--Albedo 18:42, 20 April 2010 (UTC)

HA!

Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O. His only skill? Competent Liar XD Greep 01:42, 17 April 2010 (UTC)

nvm, prolly had labor skills turned off. Bum :/ Greep 03:57, 17 April 2010 (UTC)

Crash bug

Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.

Never Legendary?

So far I have seen quite a few high masters but not a single legendary. Has anyone seen a legendary immigrant yet? Greep 00:45, 14 May 2010 (UTC)

Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --Doub 13:10, 14 June 2010 (UTC)
I just received a legendary gem cutter. --Falldog 21:55, 23 June 2010 (UTC)

Odd thingy

I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --97.121.181.207 05:38, 12 June 2010 (UTC)

Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--Flying Dwarves Hurt 00:31, 24 June 2010 (UTC)

No Migrants After first year

My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated?

I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --Flying Dwarves Hurt 14:21, 16 June 2010 (UTC)

Hate to break it to ye... your civ is DEAD! Speed112 16:46, 16 June 2010 (UTC)
No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--Flying Dwarves Hurt 18:23, 16 June 2010 (UTC)
How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --Flying Dwarves Hurt 18:28, 16 June 2010 (UTC)
They all died :( --Flying Dwarves Hurt 00:32, 24 June 2010 (UTC)