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Messages - Stormcrow

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Unless I'm:

A) Reading that diagram wrong or

B) Misunderstanding the response

(And if so, please disregard)

By the book, duplicate issues should be marked closed. By leaving them resolved, they are not really finished. Resolved bugs need QA so they can either be sent to 'feedback' if they're not really fixed to satisfaction, or sent to 'closed' where they can rest. Bugs marked duplicate are set to 'resolved' so someone can make certain it's really a duplicate, and then promote it to 'closed' where it can rest.

That last step's not happening, is all.

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DF Suggestions / Re: Migrants are now ridiculous
« on: April 07, 2010, 05:14:37 am »
It still seems silly that migrants aren't tied into all the civilization code Toady wrote. To me, the proper 'Dwarf Fortress' way to handle migrants is to tie it all into the world and word of mouth. Like everything else in the game, it should be simulated to an impressive degree.

1. Caravans (or the occasional expating dwarf) carry news of your fortress with them. This news can be positive (riches, prosperity, military victories, safety), negative (poverty, famine, fortress is a deathtrap), or somewhere in between.

2. Upon reaching any city at all, the news carrier, based on their social stats, their reputations, your pre-existing reputation (if any), and other stats, will impress upon the area a reputation for your fortress. This may be the first time anyone has ever even heard of your settlement, which makes it possible for people to decide to expat to you in the first place.

3. News will automatically travel to nearby settlements as regular people (not just caravans) move from town to town, with possibility of exaggeration and less impact as degrees of separation increase. Non-dwarven cities will carry the news just as well as dwarven cities. If any dwarves happen to be living in a non-dwarven city, they are more likely to migrate.

4. Unskilled migrants will be attracted to any new settlement because they are looking for an opportunity which is not afforded to them by a mature stronghold (where they're merely unneeded laborers). They're less likely to want to move to a well-off city, where their situation is unlikely to change.

5. Skilled migrants will be attracted to better-off strongholds, where their skills might fetch them a higher wage. They won't want to move to a fledgling camp, since the economy isn't likely to be ready for them.

6. Migrants travel in parties/waves for mutual protection. They also come with supplies for the trip, who's worth is determined by the economic status of their place of origin as well as their skills. When/if they arrive at your fortress, their remaining supplies become part of the stronghold stocks if the stronghold is in its socialist economic state (or the economy is turned off) minus any masterpieces they may have. If in a fortress with an economy, the survivors divvy up their items between one another.

7. Distance, intervening terrain, and intervening wildlife between player fortress and immigrant's point of origin plays a large factor in how soon migrants arrive or if they arrive at all. Farther settlements are less likely to stimulate migration due to the dangers posed by such a journey, though great enough reputation will do wonders. Distance and difficult terrain postpone arrival, causing a delay in migrants arriving at your doorstep. All three factors increase the chances of fatality, disease, or disability.

8. There is always a chance of a wandering group encountering your settlement completely by accident.

In action: Your fortress starts in Spring of 1050. By Winter of 1051, a Dwarven caravan arrives and trades goods with you. Summer of 1051, that Caravan arrives at Istam, a Dwarven stronghold, and nine people, mostly peasants hoping for a better life, as well as an artisan and a gem crafter hoping to make names for themselves, start the long, dangerous journey for your new home. They leave with nine backpacks, food, drink, a few weapons, perhaps a pack animal if they are well off.

In Spring of 1052, five migrants make it to your gates: The four peasants and the artist. Along the way, two of the peasants have gained novice skill in hunting. One has gained novice skill in herbalism. The artist has become a dabbling cook. One of the peasants has a dead left arm, though he is alive. The artist has contracted an illness, though your doctor will hopefully be able to nurse him through it.

The other three peasants and the gem crafter perished along the way, a story these immigrants will tell to the dwarves already in your stronghold. In fact, the artist will craft plenty of artwork depicting his journey, just like artists do for anything that happens IN your stronghold.

Doing it like this seems to fit the Dwarf Fortress schema far better than anything else. Your doctors get practice with pre-injured migrants. People playing on a desolate world (or one with few civilizations) get few migrants. People playing on a tiny island get NO migrants. People playing in a deadly, evil-filled world get few migrants, but the ones who survive are going to be armed and strong, as Darwin's law dictates they must be to survive such a trip.

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DF Dwarf Mode Discussion / Re: I am so SICK OF GOLD.
« on: April 06, 2010, 09:28:16 am »
I'm definitely going to tone it down in the raw files. I registered just to complain about this ore situation ;) I built up epic quantities of everything, and it actually demoralises me because there's so much of everything, it no longer seems special in any way. Before, I'd get all excited and think, ooh what will I make from my limited platinum supply? Now its like, whats the point, I can make anything.
With you 100%. It's like, what's the point? :(

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Perhaps unpopularly, the vastly increased wealth and waves of uberskilled migrants. So much gold, silver, coal, metal, and magma that you can't help but trip over it. Some people are finding adamantium on the surface. Doesn't feel right. No reward for diligence or for carefully picking an embark zone. First wave of immigrants within 3 months of reaching the campsite, and they're incredibly skilled. Ugh.

Both things completely ruin suspension of disbelief for me. Unless I can fix some of this by changing the text files (or they are, in fact, unintentional), I suspect I'll be staying with 40d.

5
For them to arrive within a single season, it's like they're a lagging part of your expedition. Nobody knows if you've arrived yet, nobody knows if you got to your intended destination alive, managed to make camp, or anything. The new migrants don't have supplies to survive on their own, so by not waiting for word to get back, they're completely gambling with their own lives.

I just can't see it making sense, especially when so much effort has gone into civilization code. Shouldn't the migrants be affected by the nearest dwarven settlements? If there's one on top of you, that's another story, but if there's not, then you really shouldn't be getting them so early.

As far as skilled workers go, I can see it either way, really. I can understand people with skills hoping to have a better life in a new settlement, but more people are going to be unskilled than skilled, and would see a new settlement as an opportunity.

Main thing is that it doesn't feel like migrants are hooked into the world at all, and with the amount of code that Toady wrote for that, it's kinda silly. :)

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I got flooded by newcomers without hitting a single cavern. I've been digging out an awful lot of silver, though. Again, there's something warped about barely having time to finish building beds before you need more. I didn't even have time to place them.

7
The migrant system's ruining immersion for me. Aside from them being so uber and so numerous, how are they even knowing to come here? When you're only striking the earth in Spring and 8-10 new dwarves arrive in the Summer, I'm left wondering how they found out about us when we haven't even hit a caravan yet.

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DF General Discussion / Re: So... crops, anyone?
« on: April 03, 2010, 07:34:26 am »
That could work. Or use a [FERTILITY=#] property on each material, and then have a [FERTILITYOFFSET=#] option in the .init file which is added to every material.

If you set the scale from -10 to +10, with anything below 1 being 100% unusable, then you get perfect control. Each level of mud adds +1 to that square's fertility.

Normal fertility, you just set FERTILITYOFFSET=10.
Mudfarming/oldskool: FERTILITYOFFSET=5-6
Farming on anything(and I mean anything), FERTILITYOFFSET=20

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