v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.34 Talk:Immigration"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 61: Line 61:
  
 
Finally, getting a bit worried about vampires - few, if any, dwarves show any civ memberships other than their current one, and scanning every migrant, ''none'' of the deities I've looked at have any worship/curse relationships ''at all'', so two of the most definitive (current) means of identifying vamps may get shot down in short worlds. So far no appearance of blood-drained dwarves, so no way to be sure yet. Or, oops, if no creatures were cursed, I wonder if that means there are no vampires... [[User:Urist McDorf|Urist McDorf]] 02:21, 11 September 2012 (UTC)
 
Finally, getting a bit worried about vampires - few, if any, dwarves show any civ memberships other than their current one, and scanning every migrant, ''none'' of the deities I've looked at have any worship/curse relationships ''at all'', so two of the most definitive (current) means of identifying vamps may get shot down in short worlds. So far no appearance of blood-drained dwarves, so no way to be sure yet. Or, oops, if no creatures were cursed, I wonder if that means there are no vampires... [[User:Urist McDorf|Urist McDorf]] 02:21, 11 September 2012 (UTC)
 +
 +
:Abandoned from clone, and started Legends mode. No gods (dwarven, human or elven) with any curse (or worship or any other) relationship. No historical-figure vampires of any race. I was tempted to run the fort for a while to see if any vamps showed up anyway, but Legends also told me that this very small world also has '''''no goblins'''''. Need. More. [[Fun]].

Revision as of 03:44, 11 September 2012

Strange moods

20 dwarves, including children and babies, may be the magic number for strange moods happening. I usually have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. Invasions, sieges and thieves occur even if you don't reach 20 dwarves. Ptb ptb 05:49, 14 July 2012 (UTC)

  • Er, this is already well-documented on the strange mood page... --Quietust 15:26, 14 July 2012 (UTC)

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)

That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --24.155.14.194 16:58, 24 June 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

This bit? "and you must have more than 10 dwarves" It doesn't appear to have been altered. Ptb ptb 03:55, 25 July 2012 (UTC)

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)

Unreasonably large migrant waves

My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --24.155.14.194 16:58, 24 June 2012 (UTC)

Skill levels

80% of my immigrants have 1 competent weapon skill, Novice Armor User/Shield User/Dodger and either a bunch of other novice skills, or one Adequate (non-combat skill). Regardless whether the Dwarf is 30 years old or 150. Anybody else have problems like this? I suppose these all aren't historical figures? Or is my civilization wrought with unemployment? 79.223.183.253 18:28, 18 August 2012 (UTC)

I wouldn't say 80%, but yeah. Also dabbling shield/armor/wrestler/striker/kicker/dodger is very common now. Any high level civ skills that arrive are almost always at Great level. I'm not so sure about historical figures being exceptions - I have an awful lot of dwarves with exactly these patterns, but still having a gazillion nieces, nephews, aunts and uncles (in a 250-year history world). So far my clearest exceptions to these patterns often turn out to be vampires..! (seriously, I had two vamps already as examples, but remembered a recent migrant with Accomplished axe/armor/etc and checked him out as a counterexample; turns out I missed his vampiritude when he arrived! Confirmed by deity/nickname exploit.) YMMV, of course. Urist McDorf 01:32, 5 September 2012 (UTC)

Labor Preference Bug

...is long gone; should either remove that paragraph entirely or replace it with a brief discussion of current labor options for new migrants. Urist McDorf 01:32, 5 September 2012 (UTC)

Immigration and short-history worlds

Now fooling around with a very short-history world (5 years, embark in 6). I've noticed some differences in the typical labor patterns - more variation in skill levels than, as noted above, the tendency towards only Novice, Competent and Great levels. Perhaps there's something to do with world-gen stat gain/rust which causes the drift to these levels.

Also, in previous long worlds, once in a rare while I'd see a dwarf arriving with some Swimmer skill, but for some reason in this world more than 2/3rds (10 of 14) of my first two migrant waves arrived with Novice or greater Swimmer. Thought it could just be luck when the first 6 swimmers of 9 migrants arrived, but having the next 4 out of a wave of 5 be swimmers, too.. I suppose it could be civ-related as well as history. More science needed.

Finally, getting a bit worried about vampires - few, if any, dwarves show any civ memberships other than their current one, and scanning every migrant, none of the deities I've looked at have any worship/curse relationships at all, so two of the most definitive (current) means of identifying vamps may get shot down in short worlds. So far no appearance of blood-drained dwarves, so no way to be sure yet. Or, oops, if no creatures were cursed, I wonder if that means there are no vampires... Urist McDorf 02:21, 11 September 2012 (UTC)

Abandoned from clone, and started Legends mode. No gods (dwarven, human or elven) with any curse (or worship or any other) relationship. No historical-figure vampires of any race. I was tempted to run the fort for a while to see if any vamps showed up anyway, but Legends also told me that this very small world also has no goblins. Need. More. Fun.