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v0.34 Talk:Immigration

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Revision as of 19:26, 22 June 2012 by OrangePikmin (talk | contribs)
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Multiple Immigrations First Year

I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?

Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.
worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s98.134.191.123 23:12, 20 April 2012 (UTC)


Drawbacks to killing an Immigrant wave

Does anybody know the exact drawbacks to killing an immigrant wave? will there be multiple ghosts roaming my fort if i say, let them all die to a siege before they reach my fort? --Dissimulation 10:56, 31 May 2012 (UTC)


"Trader" Strangers coming with immigrant wave

Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are "Traders". These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in "Other" as friendly. When they enter the screen with a wave, they blink with "X" and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues. These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.

My Question is: Has anybody observed that? Has anybody information feedback for me? -- 81.217.58.127 17:50, 1 June 2012 (UTC)

This is Bug:5098: "Friendly" migrants with Trader profession act like on-the-job merchants
Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants. See that bug entry for more details. -- HiEv 22:34, 1 June 2012 (UTC)
I added info on that bug and two other immigration bugs to the article. -- HiEv 22:48, 1 June 2012 (UTC)

Minimum population discovered at which POPULATION_CAP is ignored

Recent science (34.07) [1] shows that below a minimum population of 4, POPULATION_CAP is ignored. I have altered the sentence that refered to a minimum population of 10. Finn

All combat migrants

In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side. Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill. Has anyone else had any kind of migrant skills pattern? Is my civilization just really warlike? They do happen to be in an actual war with the goblins, unlike the normal level of conflict. Perhaps skills aren't as randomized as we thought. OrangePikmin 05:14, 21 June 2012 (UTC)

You're probably just embarking in the middle of or right after a large war. Putnam3145 07:52, 21 June 2012 (UTC)
Well like I said I was at war, but I didn't see anything about this in the page. Seems like if it's common knowledge it should be on the wiki somewhere. OrangePikmin 19:26, 22 June 2012 (UTC)