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Difference between revisions of "DF2014 Talk:Immigration"
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I just had my second wave of migrants, and got the "The fortress attracted no migrants this season." message. Perhaps the claim that the minimum size for the first two waves is 1 is not true? | I just had my second wave of migrants, and got the "The fortress attracted no migrants this season." message. Perhaps the claim that the minimum size for the first two waves is 1 is not true? | ||
− | This is the 2nd fortress in the world. The first one told me that the civilization was extinct, and I'd likely get high-ranked officials. This was true. I had the King and wasted a lot of resources trying to get fancy enough rooms for the guy... until the fortress fell after a crippling werelizard infection followed by a huge swarm of undead. This fortress gave me on such message, but the first dwarven caravan is still here, without a liason. | + | This is the 2nd fortress in the world. The first one told me that the civilization was extinct, and I'd likely get high-ranked officials. This was true. I had the King and wasted a lot of resources trying to get fancy enough rooms for the guy... until the fortress fell after a crippling werelizard infection followed by a huge swarm of undead. This fortress gave me on such message, but the first dwarven caravan is still here, without a liason.<small>– [[template:unsigned|unsigned]] comment by [[User:Shane|Shane]]</small> |
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+ | :Did you have a population cap set at or below your current number of dwarves? Or no strict population cap at all? (A bug set the strict population cap to "0" if it wasn't defined in the init file.) Even the "hard coded" migrant waves are affected by the population caps.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC) | ||
== Migrants even though parent civ dead == | == Migrants even though parent civ dead == | ||
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I embarked on an island and resurrected a dead dwarven civ. One of my dwarves immediately became the king. After the first two migrant waves, I have noticed that more migrants keep arriving, even though the dwarves were wiped out. Is this a bug, or a new feature? | I embarked on an island and resurrected a dead dwarven civ. One of my dwarves immediately became the king. After the first two migrant waves, I have noticed that more migrants keep arriving, even though the dwarves were wiped out. Is this a bug, or a new feature? | ||
[[Special:Contributions/96.241.60.219|96.241.60.219]] 03:21, 28 February 2015 (UTC) | [[Special:Contributions/96.241.60.219|96.241.60.219]] 03:21, 28 February 2015 (UTC) | ||
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+ | :Neither? Your civilization was not, in fact, dead. Even without an active site your civilization can live on (think "refugees") for some time. In this quasi-dead state, migrants will be generated "from thin air" to fill your fortress. A truly-dead civilization will produce no migrants beyond the first two hard-coded waves. Unfortunately, determining whether a civilization is quasi-dead or truly-dead isn't straightforward.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC) |
Revision as of 21:22, 1 March 2015
Early Immigration
In my new fortress, the first thing I created was a trade depot. Just after finishing the depot, merchants have arrived. Just after the message that they would be leaving soon, the first immigrant wave appeared! Like, two weeks after embarking, 10 dwarves! Although I find it quite a blessing as I'm usually struggling with the low work force of the first seven, I'm not sure if this could be expected behavior. Not a single dwarf, merchant, caravan, etc. has left the map. How could they possibly know? Maybe we should add a paragraph explicitly explaining the danger of early immigration or something, just in case people didn't bring enough food for potentially 17 dwarves. But, is this expected behavior or even an unknown bug? Oh, and to the usefulness of the first waves: it was a legendary shearer, two high master potters and two bone doctors, among other useful skills --Janni (talk) 10:02, 3 January 2015 (UTC)
Minimum Migrants for Second Wave?
I just had my second wave of migrants, and got the "The fortress attracted no migrants this season." message. Perhaps the claim that the minimum size for the first two waves is 1 is not true?
This is the 2nd fortress in the world. The first one told me that the civilization was extinct, and I'd likely get high-ranked officials. This was true. I had the King and wasted a lot of resources trying to get fancy enough rooms for the guy... until the fortress fell after a crippling werelizard infection followed by a huge swarm of undead. This fortress gave me on such message, but the first dwarven caravan is still here, without a liason.– unsigned comment by Shane
- Did you have a population cap set at or below your current number of dwarves? Or no strict population cap at all? (A bug set the strict population cap to "0" if it wasn't defined in the init file.) Even the "hard coded" migrant waves are affected by the population caps.--Loci (talk) 21:22, 1 March 2015 (UTC)
Migrants even though parent civ dead
I embarked on an island and resurrected a dead dwarven civ. One of my dwarves immediately became the king. After the first two migrant waves, I have noticed that more migrants keep arriving, even though the dwarves were wiped out. Is this a bug, or a new feature? 96.241.60.219 03:21, 28 February 2015 (UTC)
- Neither? Your civilization was not, in fact, dead. Even without an active site your civilization can live on (think "refugees") for some time. In this quasi-dead state, migrants will be generated "from thin air" to fill your fortress. A truly-dead civilization will produce no migrants beyond the first two hard-coded waves. Unfortunately, determining whether a civilization is quasi-dead or truly-dead isn't straightforward.--Loci (talk) 21:22, 1 March 2015 (UTC)