Problem: After about the 2nd year of my fortress, after getting the 1st wave of migrants (for a total of 25 workers), no more have come. For 8 Years. There were 3 deaths that year, but no more. The Fortress is quite large, and doing great, but I haven't seen any new migrants in forever. Am I stuck with only 22 laborers forever? I do not want to abandon this fortress, and I have had successful other fortresses in the mean time. Also there has been no traders in a long time, and when there have been, they were only elven. I can get sieges though. (Goblins)
Notes: I started the fortress in 33b, and later took it to 33c, which was when I realized there was indeed a problem, and each update I tried converting it hoping to receive migrants within a year or two. Still no luck in 33e.
Also the fort is on the shore of a lake, and I am sure it had trade with the parent civ, elves, goblins, and humans. (regenerated the same world seed in a new DF folder and checked) The fortress liaison did come in the first year and trade agreements were made, but that was the last I saw of them.
Possible causes?: There were 3 deaths not too long after the first migration wave and not long after that I converted to 33c. Did some routine get corrupted during transition? (Like a skipped routine check or something)
Or it might something to do with my fort being on a lake, and only the eastern map edge (and part of the north & south map edge) are actually solid ground. Are the migrants wanting to arrive, but can't due to trying to arrive in water? Bad luck.
Is this a bug that can be fixed with a version change or is my fortress corrupt?
I would recommend generating a new fortress.
Its possible that the reason for this is that the extra dwarf i received was a peasant, or possibly some default minimum immigration count. I was thinking it also could be related to injured dwarves, but my hunter was injured after the new people arrived according to the logs. Dwarf falling unconscious was the entry after immigrants arriving. I dont recall how long after though, he could have been injured for awhile before falling unconscious.
The 4 i got were:
Miner
Armorer
Weaver
Peasant
quote:
Originally posted by Ratha:
[QB]I have a migration issue, but i dont think its related to the original poster. I set my population cap to be 10, and on my first immigration, 4 dwarves came, so my total dwarf population is 11. This is on a fresh install, version 33e.
My understanding is that the population cap number is not the actual absolute maximum population, but that the way it works is that after the value has been reached or surpassed, no new immigration waves occur. I could be wrong though.
Nobles and their companions are not inhibited by a pop cap, however - they'll come regardless, if you meet their needs.
Started with 7
First migration +4 = 11 total
Dwarf dies of thirst in winter -1 = 10 total
Second migration +3 = 13 total
Third migration +4 = 17 total
I have 1 noble and 2 peasants, no children.
[ December 11, 2007: Message edited by: Ratha ]
I figured that the game would do a check of the init before each immigration is rolled, but maybe it does not? Either way, the init hasnt changed since i started this fort.
I think i may have created the fort with a cap of 200, and then changed the init to 10 before i played the fort for the first time. Wonder if that has something to do with it?
quote:
Originally posted by Ratha:
Is there a way to see what day/month it is rather than just waiting for season announcements?
The overall status screen (z) shows the date and the season, as well as whether you are early, middle or late into the season.
For what it's worth, I copied over in the midst of a goblin siege. The siegers were rapidly routed, but the rout occurred in the 33c version.
Other people posted about a lack of migration in 33c. A few reported copying a save file; nobody reported problems with a fresh fortress, native to 33c. It sounded as if the people reporting migration problems had had no migration in their 33b version either.
That suggests to me that some kind of no migrant/trade flag was not being reset properly on the transition, a flag that could be due to a young fortress, or due to the presence of siegers.
I started a new fortress in 33c, and had no problems with migration or trade with it.
quote:
Originally posted by Ratha:
<STRONG>I think i may have created the fort with a cap of 200, and then changed the init to 10 before i played the fort for the first time. Wonder if that has something to do with it?</STRONG>
AFAIK, the immigration cap is checked and applied on startup, not just when a new fort is created. This way you can change it upwards when you're ready for more immigrants.
And yes, the Wagon did start on the ice. (I think right under the 'middle' of that brige) I was thinking that the traders were trying to arrive on the iced edges during seasons where there isn't ice. (my was to build a re floored border around the edge of the map, but, as you can guess, that would take forever on the 3x~8 map, nor do I recall if you can actually re floor right on the edge...)
Does the code allow traders (and migrants) want to choose impossible routes to your fortress? Like try to make them spawn over Water, and if they can't, don't spawn them at all? Or can it attempt to spawn them on any appropriate square? Also, while players can't affect the outer ~10 or whatever tiles on the map, the player could still re wall a big 'fort' wall around the inside and flood the rest. (or just lock the door) Filling all of the outer most squares with un-pathable tiles like walls would kind of break the game, but on a normal size map, would take forever. World-Flooding or Turtling inside a No-Entrance Fortress are much easier options. (for now :D) That tower and the bridge took me hours and hours of micromanagement to create with SPEED 0 workers; In a normal game, a player simply could not accomplish that in any reasonable amount of time, and I estimate Trapping or Walling off the Outer Edge of a map to be just as much work. (Besides, you would have to wall off all the Z levels, since they would just spawn on top of your walls anyway, and traps would eventually jam)
[ December 17, 2007: Message edited by: Shadowlord ]