Bay 12 Games Forum
Dwarf Fortress => DF Gameplay Questions => Topic started by: A_S00 on February 26, 2013, 12:30:00 pm
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In my current fort, I no longer get migrants. I occasionally get a "nobody decided to make the journey this year" message, but far less than once per season (maybe more like every five years or so). My fortress is quite prosperous and safe, so it's not because of dorf carnage.
I'm guessing it is because of my monarch. She showed up, was a vampire, got caught and Hammered, died of infection, and had no heirs. Is the lack of leaders for my civ why I no longer get migrants (even though I still do get caravans)? Or do they just stop when the monarch shows up, no matter what (in which case, it might be good to note that on the wiki pages for Monarch and/or Migrants)? Or is something else going on?
Thanks!
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are you at the population cap? if you have not fiddled with it it is 200.
Also how many dead/missing things show up in the units menu? This might have an effect even if most of the deaths are not dwarven.
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I'm currently well under the pop cap, but at my peak I was above it. Are there problems detecting when you have fallen back into the "allow population to grow" range?
It's I think a 30-40 year old fort, with the normal number of goblin sieges, so the dead/missing tab is, of course, ludicrously long.
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iirc, the game stops checking for pop_cap when the monarch shows up, so you're stuck at no migrants (if you were getting migrants when he showed up you would have for the rest of the game)
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Well crap. Is there any way to fix that (including cheesy dfhack etc. ways)?
*edit* Some googling found the fix/population-cap command, any idea if that works?
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There is also a bug where an extra-long dead/ missing tab can cause no migrants if I remember. There is a DFHack command you can try, 'fixdead,' or something. Won't work on older versions though.
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*edit* Some googling found the fix/population-cap command, any idea if that works?
It does AFAIK. I know that it can certainly stop you from getting migrants if you have passed the population cap. I don't know if it will start them again though.
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Just an update, the two DFhack commands worked, as long as I did fix/dead-units first and then fix/population-cap. Just got my first migrant wave in like 20 years.
Thanks, all.
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I have managed to hack off the dwarven civilisation by causing the loss of a couple of caravan wagons. No migrants for ages, mostly because of the lack of caravans and liason stopping updates on fort wealth.
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No migrants, or no migrant message? The problem here is that instead of generating a 'no migrants this season' or 'cursed death trap' message, the game isn't giving any migrants or updates on the migrant situation.
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In version 0.23.130.23a (old 2D version), there was a check that limited the number of migrants based on the number of units in your Units list, and it behaved as follows:
>1000 units: max 10 migrants
>1300 units: max 9 migrants
>1600 units: max 8 migrants
>1800 units: max 7 migrants
>2000 units: max 6 migrants
>2200 units: max 5 migrants
>2400 units: max 4 migrants
>2600 units: max 3 migrants
>2800 units: max 2 migrants
>2900 units: max 1 migrant
>3000 units: zero migrants
I haven't checked version 0.34.11, but I'm betting it's the same; in DFHack, you can type "lua !#df.global.world.units.active" to determine the current unit count.
[edit] Clarified the above table
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I have gotten migrant waves of more than 10. Is that a set limit? I've gotten waves of 30/40 on occasion.
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There is no cap I believe, the highest recorded wave according to the wiki is 77 migrants.
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I have gotten migrant waves of more than 10. Is that a set limit? I've gotten waves of 30/40 on occasion.
The migrant wave size limits are only imposed when the Units list size gets larger than the corresponding threshold, so as long as that size is less than or equal to 1000, migrant waves can be of any size.
Incidentally, I just checked the migrant code in version 0.34.11 and, not surprisingly, that particular bit is exactly the same as it was over 5 years ago.