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Author Topic: Migrant waves are preposterously large  (Read 1495 times)

Iban

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Migrant waves are preposterously large
« on: October 30, 2018, 04:20:17 am »

There should not be 20+ migrants in a caravan breaking down my border wall at once. There's no way to vet them, assign them new roles. They're just going to collect welfare in the party room.

But seriously please wind back migrant waves or have a Papers, Please screen where this can be done without waiting impatiently at the screen trying to tag them as they run past. My fort went from 75 to 99 in one go. I can't sustain that. I haven't even finished making rooms for the last 25 that joined the prior season.
« Last Edit: October 30, 2018, 04:22:20 am by Iban »
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Shonai_Dweller

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Re: Migrant waves are preposterously large
« Reply #1 on: October 30, 2018, 04:29:13 am »

Migrant mechanics will be completely revamped during Starting Scenarios to be based more upon the relationship between your site and others. So, might not be anything soon assuming the usual 'don' t add a placeholder when it'll just have to be replaced' routine (not always true of course, just a general trend).
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GoblinCookie

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Re: Migrant waves are preposterously large
« Reply #2 on: October 30, 2018, 08:09:28 am »

There should not be 20+ migrants in a caravan breaking down my border wall at once. There's no way to vet them, assign them new roles. They're just going to collect welfare in the party room.

But seriously please wind back migrant waves or have a Papers, Please screen where this can be done without waiting impatiently at the screen trying to tag them as they run past. My fort went from 75 to 99 in one go. I can't sustain that. I haven't even finished making rooms for the last 25 that joined the prior season.

Just make more carpenters, masons and miners.  They also turn up with their roles already assigned according to their skills, I go through them to turn on certain skills I don't want there to be a division-of-labour about (masonry, mechanics, carpentry, fish cleaning, herbalism, planting).  Then when it's done, it is done forever. 
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Dozeb˘m Lolumzalýs

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Re: Migrant waves are preposterously large
« Reply #3 on: November 01, 2018, 03:54:21 pm »

In the meantime, Dwarf Therapist lets you sort by migrant wave.
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scourge728

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Re: Migrant waves are preposterously large
« Reply #4 on: November 05, 2018, 09:16:27 pm »

without waiting impatiently at the screen trying to tag them as they run past. My fort went from 75 to 99 in one go. I can't sustain that.
zoom to location, pause, view the migrants skills, assign skills, unpause, when dorf shows up pause again, continue this

eerr

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Re: Migrant waves are preposterously large
« Reply #5 on: November 05, 2018, 09:22:54 pm »

For some time, Migrants were used as a source of difficulty. That might be revamped in the current war arc.

Definitely something to consider for changes/balancing.
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anewaname

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Re: Migrant waves are preposterously large
« Reply #6 on: November 05, 2018, 09:57:41 pm »

Some players limit incoming migrants by lowering their data/init/d_init.txt POPULATION_CAP value, then they increase it each time they are ready for more population (save and reload the fort for the new value to take effect).
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Shonai_Dweller

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Re: Migrant waves are preposterously large
« Reply #7 on: November 05, 2018, 09:59:56 pm »

For some time, Migrants were used as a source of difficulty. That might be revamped in the current war arc.

Definitely something to consider for changes/balancing.
Yes. In Starting Scenarios. I mean, he might change his mind, move the plans which he has for Starting Scenarios into the current arc (Big Wait for the Big wait!) or he may well add placeholders. But last statements were Starting Scenarios. Which, since he said it, means he has actually considered it.

In the meantime, use any of the simple workarounds (that these work just fine for now indicates the lack of need for placeholders).
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Iduno

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Re: Migrant waves are preposterously large
« Reply #8 on: November 29, 2018, 05:01:52 pm »

75 to 99 isn't even much of a change. I've had second waves that sent my population from something like 20 to 50. It's kind of a big problem.

The good news is, the migrants don't have many existing family members or friends (ie, people who would miss them), so the good ol' migrant sorter (formerly a drawbridge over a chasm, now over a spike pit or magma or whatever) can temporarily help with your problems. Plus, it creates more jobs in the shape of ghost busters. And possibly terrify people enough to slow migration for a short period of time. It's win-win (it isn't, I'm joking).
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bloop_bleep

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Re: Migrant waves are preposterously large
« Reply #9 on: December 05, 2018, 07:31:07 pm »

Exiling is also possible in recent releases.
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Blucher

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Re: Migrant waves are preposterously large
« Reply #10 on: December 12, 2018, 04:06:49 pm »

If tagging and sorting is the problem (and not just the numbers of new mouths to feed), then simply looking at the |U|nits screen could help you out.  For at least a day or two after the last migrant has arrived their activity will be listed as "new arrival," allowing you to easily identify them.

There is also Dwarf Therapist as mentioned.

I use POPULATION_CAP in d_init, myself.  It's quite good these days and will even limit population to the starting seven if that is what is desired.
« Last Edit: December 12, 2018, 11:37:02 pm by Blucher »
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Bumber

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Re: Migrant waves are preposterously large
« Reply #11 on: December 12, 2018, 07:19:16 pm »

If tagging and sorting is the problem (and not just the numbers of new mouths to feed), then simply looking at the [U]nits screen could help you out.  For at least a day or two after the last migrant has arrived their activity will be listed as "new arrival," allowing you to easily identify them.
Unfortunately you can't edit labors from the units screen (without DFHack,) and the cursor won't hold it's position while you go and zoom to each dwarf.

The worst thing, though, is when you think you've got them all, and then a few more trickle in sneakily. A month later, "There's nothing to catch in the eastern swamp!"

What I do is give everyone custom profession names, so I can tell that anyone with a default profession hasn't be processed yet. Stonecrafters are instead just "Stonecraft". Weaponsmiths are just "Weapons". Et cetera.
« Last Edit: December 12, 2018, 07:31:37 pm by Bumber »
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Blucher

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Re: Migrant waves are preposterously large
« Reply #12 on: December 12, 2018, 11:52:29 pm »

Well I certainly wouldn't argue that the UI doesn't need a lot of work.

Trying to be helpful, before I started using DT (or when I can't) I would make use of custom profession names like "-Hauler-" or "+Soldier+" or whatever.  Just to see which dwarves I've attended to.
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Evil One

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Re: Migrant waves are preposterously large
« Reply #13 on: December 16, 2018, 03:09:42 am »

You could always build a really big wall to keep them out, with a magma moat... And make the elves pay for it :)
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