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Author Topic: Strange migrations...  (Read 8159 times)

Blakmane

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Re: Strange migrations...
« Reply #15 on: April 20, 2012, 03:35:59 am »

It depends a lot on the age of your worldgen and what type of civ you belong to. I embarked belonging to a civ who had just come out of a huge war with a goblin civ, almost wiping them off the planet. I had a lot of high combat skills (almost every dwarf) but very little of anything else (novice at best).
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byrnsey

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Re: Strange migrations...
« Reply #16 on: April 20, 2012, 07:19:48 am »

Yea, I'd assumed that the elf war was leading to attrition of all non combat skills.

I've also had 10 births (from an originial population of about 80) in one season (like 5 within a minute of unpaused gametime).  Which has not concluded.  I guess all females are showing up pregnant?
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byrnsey

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Re: Strange migrations...
« Reply #17 on: April 20, 2012, 07:21:56 am »

I've embarked on a volcano that has three mountains, two plains, and three forests around it.  Other than the fact that all wildlife is birds, I don't think I'll be abandoning any time soon, and I've just trained my miners up tot the point I trust them around ores.

But eventually I'm going to have to get to the bottom of this kill-crazy fertility cult I seem to be a branch manager for.
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Muffindog

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Re: Strange migrations...
« Reply #18 on: April 20, 2012, 06:39:34 pm »

Yeah, the migrations in the latest versions are different. But I think the issue with the wrong labours assigned to dorfs with wrongs skills is fixed now. I don't have to meddle with Dwarf Therapist in order to turn on and off their jobs according to their skills now.

What I've noticed so far (multiple worldgens):
- little to no doctors, miners, smiths and engineers of any kind
- less craftdwarves, no more migrants with novice in every crafting skill.
- many dwarves have at least some levels in farming skills, but no more migrants with novice in every farming skill.
- many fisherdwarves, usually with all three fishing skills
- administration skills (bookkeeper and organizer) seem to be more rare. I also haven't gotten anyone with architecture.
- no more legendary or high skilled dwarves. Even if they are suspiciously skilled in something, they always ended up being a vampire. :P
- migrants with an enormous kill list and animal jewelery are usually just hunters (not vamps) and have some nice combat skills.
- migrants with other combat skills usually have some kills, sapient or not.
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byrnsey

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Re: Strange migrations...
« Reply #19 on: April 20, 2012, 07:40:49 pm »

How about the babies?  I have 95 dorfs in my fort.  5 are children, so 90.  20 are babies, so 70.  Around half are men so 35.  Starting seven don't show up married (far as I know) so around 33.  33 female, childbearing dwarves have produced 20 babies in less than two years.  It's like a catsplosion, but worse, cause they eat and drink!
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Monk321654

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Re: Strange migrations...
« Reply #20 on: April 20, 2012, 07:43:03 pm »

How about the babies?  I have 95 dorfs in my fort.  5 are children, so 90.  20 are babies, so 70.  Around half are men so 35.  Starting seven don't show up married (far as I know) so around 33.  33 female, childbearing dwarves have produced 20 babies in less than two years.  It's like a catsplosion, but worse, cause they eat and drink!
Although they do EVENTUALLY become useful...
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FalseDead

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Re: Strange migrations...
« Reply #21 on: April 21, 2012, 11:42:09 am »

How about the babies?  I have 95 dorfs in my fort.  5 are children, so 90.  20 are babies, so 70.  Around half are men so 35.  Starting seven don't show up married (far as I know) so around 33.  33 female, childbearing dwarves have produced 20 babies in less than two years.  It's like a catsplosion, but worse, cause they eat and drink!
Although they do EVENTUALLY become useful...

kitten's become useful quicker, either as leather or as a means to traumatize your dorfs
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rtg593

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Re: Strange migrations...
« Reply #22 on: April 21, 2012, 11:58:06 am »

How about the babies?  I have 95 dorfs in my fort.  5 are children, so 90.  20 are babies, so 70.  Around half are men so 35.  Starting seven don't show up married (far as I know) so around 33.  33 female, childbearing dwarves have produced 20 babies in less than two years.  It's like a catsplosion, but worse, cause they eat and drink!

Really? That's it? Wow.

By Year 5, normally 51% of my pop is kids. And they exceed my pop cap by 50%.

Previous fort: 100 pop cap, 151 dorfs, 75 adults, 76 kids.

Good thing food and booze are so easy to make in obnoxious quantities.
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RAKninja

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Re: Strange migrations...
« Reply #23 on: April 21, 2012, 11:59:41 am »

Feels like 1/5 of my migrants have all 3 fishing skills in this latest fort as well, I'm not sure why either.
my current fort attracts fishers and hunters.  most dwarves are showing up with military skills as well.

curious.
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davros

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Re: Strange migrations...
« Reply #24 on: April 21, 2012, 12:33:43 pm »

Same here. I assumed it was because I modded dwarves to build above ground fortresses.
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

peskyninja

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Re: Strange migrations...
« Reply #25 on: April 21, 2012, 01:19:26 pm »

I'm getting another kind of pattern : Very high skills, no family nor gods, usually useless skills and all of them are between 80 and 90 years. I'll abandon this fort and check my civ history, I suspect that the game is generating those migrants out of nowhere.
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Garath

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Re: Strange migrations...
« Reply #26 on: April 21, 2012, 02:50:03 pm »

How about the babies?  I have 95 dorfs in my fort.  5 are children, so 90.  20 are babies, so 70.  Around half are men so 35.  Starting seven don't show up married (far as I know) so around 33.  33 female, childbearing dwarves have produced 20 babies in less than two years.  It's like a catsplosion, but worse, cause they eat and drink!
And not as bad, because unlike cats, you can set a cap for babies to be born, which counts babies and children and compares them to a number or a percentage to your adult population. The settings are default at max 100 as number or 1000% of adult number. So as soon as babies+children >= 100, or there are aproximately 10x more than there are adults, births will stop.

d_init to change, right below popcap, no more babysplosion
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Ubiq

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Re: Strange migrations...
« Reply #27 on: April 21, 2012, 03:35:51 pm »

And here I thought this would be about waves of weremigrants. I had one fort where nothing showed up in four migrant waves but werebeasts that would hang out on the map edge.

Of course, it was a small world that I stopped at year five so that probably had a lot to do with it.
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Hephaestus

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Re: Strange migrations...
« Reply #28 on: April 21, 2012, 11:16:48 pm »

It depends a lot on the age of your worldgen and what type of civ you belong to. I embarked belonging to a civ who had just come out of a huge war with a goblin civ, almost wiping them off the planet. I had a lot of high combat skills (almost every dwarf) but very little of anything else (novice at best).

This, for sure.

Migrants are historical figures in most cases, so if you gen very short histories (which I used to do on my crappy laptop so it wouldn't take so long), they don't have as many chances to skill up. I find it kind of cool to pick and choose my civ on worldgen now not just based on iron access or whose name I like... now I can pick a warlike civ for better combat skills or wait a while in worldgen and pick an older civ full of craftsmen for a chance at a great weaponsmith, engraver, or some such.
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Geen

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Re: Strange migrations...
« Reply #29 on: April 23, 2012, 10:09:18 pm »

Dude, just throw excess babies, children, and migrants down a pit to fight the HFS. Problem solved.
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