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Editing 40d Talk:Immigration
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Don't know how much of this info is still valid. For example, the line "Notably, the incredibly useful Manager requires at least twenty dwarves." is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated. | Don't know how much of this info is still valid. For example, the line "Notably, the incredibly useful Manager requires at least twenty dwarves." is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated. | ||
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT) | I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT) | ||
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:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | :The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | ||
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I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT) | I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT) | ||
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::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category. Do children have parents when they come with immigrants? -Gotthard | ::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category. Do children have parents when they come with immigrants? -Gotthard | ||
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::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT) | ::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT) | ||
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | ::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | ||
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== Equipment == | == Equipment == | ||
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:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST) | :nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST) | ||
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== Combat Immigrants == | == Combat Immigrants == | ||
− | I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far. Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills. Anyone verify that this is still true? --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST) | + | I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far. Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills. Anyone {{verify}} that this is still true? --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST) |
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− | + | You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1) | |
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