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Author Topic: Req: Init-fied Imigration  (Read 1450 times)

Xehon

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Req: Init-fied Imigration
« on: October 09, 2008, 06:33:10 am »

I don't know about everyone else, but for me the immigration process happens too fast. I end up with over 50 dwarves rather quickly and with above ground fortresses it's really difficult to provide enough housing for everyone. So I personally would like to have a simple percent modifier in the init file to change the amount of immigrants received based on wealth.

Another thing with immigration that makes the DF obsessive-compulsive disorder in me go all angsty is having a punch of cheesemakers running around making everything but cheese. It just feels so... wrong. I think a option to make all immigrants peasants in the init would be really nice.
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Warlord255

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Re: Req: Init-fied Imigration
« Reply #1 on: October 09, 2008, 02:05:54 pm »

Cheesemakers nonwithstanding, I would LOVE a cap for immigrants per season.
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Tormy

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Re: Req: Init-fied Imigration
« Reply #2 on: October 09, 2008, 02:12:45 pm »

Not a bad idea actually, and shouldn't be hard to code in also. [I guess at least  :-X]
..not to mention that killing the unnecessary immigrants can be quite annoying over time.  :D
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korora

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Re: Req: Init-fied Imigration
« Reply #3 on: October 09, 2008, 02:15:14 pm »

I'd rather see it pulled out to the raws than in the init, so it could be a race/civ-based thing.
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Neonivek

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Re: Req: Init-fied Imigration
« Reply #4 on: October 09, 2008, 02:40:54 pm »

A) Generally speaking you use a Barracks so aid in housing until you got the materials.

B) Yeah we will probably need Imigration in the Init eventually or part of a Civilisation code. (For example a race of Trees probably wouldn't immigrate very often... but a race of lemmings would probably do so in great numbers)
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Rilder

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Re: Req: Init-fied Imigration
« Reply #5 on: November 06, 2008, 03:35:06 pm »

Confirming an init setting for max immigrants, if toady really wanted to get technical I guess he could implement an option that turns immigrants away.

Personally lately I've been finding that if an immigrant wave comes, I pick off one or two immigrants then "bin" the rest.
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Granite26

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Re: Req: Init-fied Imigration
« Reply #6 on: November 07, 2008, 09:47:59 am »

I'd rather see it pulled out to the raws than in the init, so it could be a race/civ-based thing.

bump

Warlord255

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Re: Req: Init-fied Imigration
« Reply #7 on: November 07, 2008, 06:45:18 pm »

On the subject of immigrants, can we please have them NOT arrive with pets? I am getting tired of dumping mule owners into magma.
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Mikademus

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Re: Req: Init-fied Imigration
« Reply #8 on: November 07, 2008, 09:11:56 pm »

This is a very frequent request. Well, that in the OP, not that in the post above this one.
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Silverionmox

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Re: Req: Init-fied Imigration
« Reply #9 on: November 08, 2008, 07:55:48 am »

On the subject of immigrants, can we please have them NOT arrive with pets? I am getting tired of dumping mule owners into magma.
If only they stuck with mules.. at least mules don't breed.
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Granite26

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Re: Req: Init-fied Imigration
« Reply #10 on: November 08, 2008, 10:30:52 am »

Couldn't you just make cats not pets in the raws?