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Author Topic: Mechanics of migrant waves and "despite the danger"/"cursed death trap"  (Read 2674 times)

foop

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Has anyone done any research into what levels of death and destruction deter migrants?  I tried looking on the wiki and doing some forum searching but couldn't find anything.

In particular, I'm wondering if:

1) There's a fixed number of deaths that triggers "despite the danger" and then "cursed death trap" messages.
2) Whether the type of death matters, and,
3) If it depends on a liaison reaching the mountain home, in the same way as the population cap.

I ask because I'm running an isolated two-dwarf fort and, as pop cap doesn't work with this setup, I keep getting migrant waves.  At a rough count, 96 migrants in 22 waves have met an untimely end.  Most of them died after being drafted into a military squad with a socks-only uniform and stationed on a retracting bridge over a 5-z pit.  The more recent migrants have been butchered by the goblin and kobold ambush bands that now litter the map.  I wouldn't mind, but my two secure dwarfs spend most of their time engraving slabs to avoid hauntings.
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LMeire

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #1 on: February 04, 2014, 10:54:46 am »

From experience, it seems to be a count of the total number of civilization members that have died on the map. It's the eventual fate of any fortress, 'cause even if a hundred dwarves live in total happiness and safety and die of old-age among friends, the fort will still be considered a hazardous death trap because they just happened to die on your watch.
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zubb2

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #2 on: February 04, 2014, 10:55:49 am »

I am probably wrong here but if you kill the migrants far enough away from the fort don't they stay there.

I guess this because one guy had a ghost haunt the bottom of a volcano once, i'm not sure I don't get many gohsts.

The fixed number of deaths would be hardcoded so you couldn't look it up unless someone had already found it by messing around.

EDIT:From experience, it seems to be a count of the total number of civilization members that have died on the map. It's the eventual fate of any fortress, 'cause even if a hundred dwarves live in total happiness and safety and die of old-age among friends, the fort will still be considered a hazardous death trap because they just happened to die on your watch.
CRUD.
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Merendel

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #3 on: February 04, 2014, 05:00:17 pm »

well instead of killing the migrants off you could have them dig out a small hole in a corner of the map and give em a few seeds and just let em farm for food but otherwise do nothing over there.  would let you at least have a population number high enough for the limit to work so folks stop showing up.  just set them up for basicly self sufficent and then let em rot.
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TeleDwarf

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #4 on: February 04, 2014, 05:03:10 pm »

Pity that you run a two-dwarf fort. If you had just one dwarf it would be so much easier and finnier. (permanent loyalty cascade)
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Ravendarksky

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #5 on: February 04, 2014, 06:12:56 pm »

I have a fortress where my 7 dwarfs have sealed themselves off from the rest of the world... yet every few months 100s of filthy surface dwelling dwarfs turn up and loiter on our surface. We have engraved over 600 stone slabs depicting them starving, dying of dehydration, falling through ice, being eaten alive by web throwing giant sea turtles, wrestled to death by berserk vampires, eaten by hordes of were iguanas, etc etc.

Still they come.

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Urist Da Vinci

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #6 on: February 04, 2014, 09:07:23 pm »

...
1) There's a fixed number of deaths that triggers "despite the danger" and then "cursed death trap" messages.
2) Whether the type of death matters, and,
3) If it depends on a liaison reaching the mountain home, in the same way as the population cap.
...

1. Looks like 0-9 deaths is normal, 10+ deaths is "danger" or "dangerous", and 50+ deaths is "cursed death trap" or "tomb".
2. No, most likely it doesn't matter.
3. UNKNOWN. You could test this by killing everyone in the caravan, the liaison, and all migrants.

Necrisha

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #7 on: February 04, 2014, 10:55:05 pm »

I think I'm going to find that out soon. I've lost all 4 from the first spring wave with the fifth huskified. On an unrelated note husk cow calves still run away...
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Edit: The baby murderer became a friend of the fortress, which started a loyalty cascade, and now most of the squad is dead.

Quietust

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #8 on: February 05, 2014, 12:02:44 am »

1. Looks like 0-9 deaths is normal, 10+ deaths is "danger" or "dangerous", and 50+ deaths is "cursed death trap" or "tomb".
That number isn't actually a death count, but some sort of composite "fear" value determined by adding up a bunch of sources and dividing them by various amounts. Exactly what those sources are, I'm not sure, but I know that at least one of them is a death count (I identified at least one of them as such back in 23a, but I'm still missing a decent amount of information).
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Button

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #9 on: February 05, 2014, 11:50:32 am »

I only ever receive "despite the danger" right after a siege or Forgotten Beast accident; and it doesn't stay "despite the danger" for very long. So it can't be based just on cumulative deaths.
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Tomsod

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #10 on: February 05, 2014, 12:16:55 pm »

Say, does it add to the death count if the dwarf is thrown out the map border - e.g. trapped in a cage and bridgepulted, or, with more modern methods, sent flying away in a minecart? Because I was planning to play a fortress to which many pilgrims come but only some chosen ones can stay. And for that, I need a constant flow of (unsuspecting) pilgrims.
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Ravendarksky

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #11 on: February 05, 2014, 12:56:03 pm »

Say, does it add to the death count if the dwarf is thrown out the map border - e.g. trapped in a cage and bridgepulted, or, with more modern methods, sent flying away in a minecart? Because I was planning to play a fortress to which many pilgrims come but only some chosen ones can stay. And for that, I need a constant flow of (unsuspecting) pilgrims.

As I stated above.. I dont think you need to worry. They just keep coming as far as I can see.
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Urist Da Vinci

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #12 on: February 05, 2014, 09:42:23 pm »

Say, does it add to the death count if the dwarf is thrown out the map border - e.g. trapped in a cage and bridgepulted, or, with more modern methods, sent flying away in a minecart? Because I was planning to play a fortress to which many pilgrims come but only some chosen ones can stay. And for that, I need a constant flow of (unsuspecting) pilgrims.

What game are you playing? The map edge is a solid barrier to dwarves and projectiles. The only non-hack method of having a resident dwarf leave the map is to have a child kidnapped by snatchers, IIRC.

Doktoro Reichard

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #13 on: February 05, 2014, 10:04:24 pm »

First time hearing about migratees announcing their thought about the migration...

However, the wiki does state that at a total population of 3000 (as seen by the sum in all categories of the units menu) the fortress stops receiving more immigrants. I'm currently at approximately 1000 and recently dwarves have come sparingly (also because I passed some times slaving over sieges).
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VerdantSF

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Re: Mechanics of migrant waves and "despite the danger"/"cursed death trap"
« Reply #14 on: February 05, 2014, 10:13:09 pm »

However, the wiki does state that at a total population of 3000 (as seen by the sum in all categories of the units menu) the fortress stops receiving more immigrants. I'm currently at approximately 1000 and recently dwarves have come sparingly (also because I passed some times slaving over sieges).

The LNP includes Kurik Amudnil's script that fixes this issue.  It includes a restore feature, so you can always add the deleted enemy units later on.
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