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Author Topic: Is there a way to set a limit on how many dwarfs can come in each migrant wave?  (Read 1908 times)

Kodama

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I get too overwhelmed.  :o
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Hitty40

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I get too overwhelmed.  :o

You can never get too overwhelmed.
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Ho Ho Ho! I'm going to be sticking economic stone so far up your stockings, you'll be coughing up gemstone windows!
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if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

Kodama

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I get too overwhelmed.  :o

You can never get too overwhelmed.

One would think so - there is, after all, a pause button which allows you to work ahead at your own speed.. yet time and time again I'm building for 18 and minutes later the population jumps to 47.  :P
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Hitty40

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I get too overwhelmed.  :o

You can never get too overwhelmed.

One would think so - there is, after all, a pause button which allows you to work ahead at your own speed.. yet time and time again I'm building for 18 and minutes later the population jumps to 47. And most of them are Elves.  :P

Time to go to the magma sea then!
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Ho Ho Ho! I'm going to be sticking economic stone so far up your stockings, you'll be coughing up gemstone windows!
Quote
You see, when the devil comes on to your forums and begins dropping F bombs and shouts 'GIVE ALL YOUR WOMEN!', he's in a happy mood.
Quote
if there's lots of g's and z's, it's gobbo. If you don't really recognize it, it's human. if it's called Urist, it's dwarf.

Daenyth

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Try using Dwarf Therapist to help manage their jobs.
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CapnUrist

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I don't think Therapist will help in the way he needs, since I think I understand where you're coming from; 20 bedrooms seems like a lot until 25 more migrants arrive.

I don't think there's a way to specifically create an upper limit, but migrant counts are determined by fortress wealth; less wealth, less newcomers.

You could also just seal them out and let them pass away instead of letting them in.
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sambojin

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Make sure you set up a drawbridge with a few extra squares of length over a moat near your entrance. Connect it to a lever. When you get the message "Some migrants have arrived", get ready to pull the lever. Start pulling the lever as they come near. Make a squad out of any that make it through and have them patrol under the draw bridge. For forum trolls possibly.

After you've atom-smashed enough migrants, there won't be many more volunteers to make the journey to your fortress. Problem solved, and not an excess pig tail sock in sight.

Just an excess of ghostly apparitions, but that's another problem entirely. You don't have to manage them at all.
« Last Edit: September 24, 2011, 06:05:53 am by sambojin »
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It's a game. Have fun.

Tharwen

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Make a huge dormitory near the entrance for the low-life scum that dares to demand lodgings. Put the worthy ones in the architectural masterpieces hidden deeper inside the mountain.
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Psieye

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I get too overwhelmed.  :o

You can never get too overwhelmed.

One would think so - there is, after all, a pause button which allows you to work ahead at your own speed.. yet time and time again I'm building for 18 and minutes later the population jumps to 47.  :P
Only a problem if you've set your standards too high. You just need beds for them with a modicum of space around each (or not if you just make it all a dorm), doors and walls are merely optional extras.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

agvkrioni

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I was still doing the starting dormitory thing with only 12 beds when my population jumped from barely 20 to almost 50. I designated a new floor with rooms for each to be built and going over some, but by the time they were mostly dug out, my population jumped to 90. So I designated another floor (doing circular floors for easier pathing) and before that was even halfway dug my population jumped to 120, and then they started popping out babies. And that population includes like 10 or so dwarves killed from military incidents or random accidents.

Gets pretty tedius.
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Psieye

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I was still doing the starting dormitory thing with only 12 beds when my population jumped from barely 20 to almost 50. I designated a new floor with rooms for each to be built and going over some, but by the time they were mostly dug out, my population jumped to 90. So I designated another floor (doing circular floors for easier pathing) and before that was even halfway dug my population jumped to 120, and then they started popping out babies. And that population includes like 10 or so dwarves killed from military incidents or random accidents.

Gets pretty tedius.
Okkkkkkkk, now I see why some people hate large migrant waves. I can't ever imagine my forts being that slow to get bedrooms (with doors, smoothed walls, cabinets and chests) dug out and furnished. I always thought it was because of labour assignments and food production issues that caused people to hate migrants.

Apply macros to quick-designate the repetitive bedroom digging patterns, which legendary miners (which you'll have by the end of the 1st year if you keep them busy) can have dug out in several in-game days. Use Dwarf Therapist to separate out specialists from 'drones'. Have a carpenter specialist churn out beds and a mason specialist make doors non-stop for up to a month of game time. Have the drones set everything up. Bedrooms and farms should not take all your time to set up, there's other things to be doing.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

sambojin

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Yeah, half the problem with migrants is giving them something to do, feeding them, arming them and giving them a bedroom. So make all of them into miners, engravers, wood cutters, and masons. Again, problem solved. Then just find whatever you actually want them for. Militia? But remember, you can't have too many miners, engravers, woodcutters or hunters. They sort of feed off each other and you can make their death toll pretty high if you want. The extra seiges and titans that are triggered by your extra fortress value should wipe out a few. Not to mention moods, ghosts and tantrum spirals.

Have fun.
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Tierre

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Damn..... i have a fort with 100 million of wealth and i get only 5-7 migrants a wave only:(:( I really don't have enough hands but they don't go to terrifying biome:( cowards.

PS - I guess biome of fortress has some importance.
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Mister Always

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Damn..... i have a fort with 100 million of wealth and i get only 5-7 migrants a wave only:(:( I really don't have enough hands but they don't go to terrifying biome:( cowards.

PS - I guess biome of fortress has some importance.

"Say, Urist, there's some vacancies in that new fort to the west."
"Aye? What's the climate like?"
"Soft breeze from the east, low rainfall, heavily forested..."
"Hmmm..."
"Tendrils of flesh and eyeballs growing from the ground, zombified animals rampaging across the countryside..."
"Say what?"
"They've got some masterful cooks o'r there..."
"Back up a bit, what was that about-"
"And only twenty three deaths in the past year! Sounds good t' me, wot? C'mon, you can make yer soap there."
"...nay thanks."
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"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Xen0n

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A few thoughts that may add to the already good advice here:

I hear that the size of migrant waves is increased by wealth production, and decreased by deaths (with noble deaths counting for a whole lot of deaths).  So if the waves are too big, consider replacing your good bookkeeper with a random hauler, then killing the hauler-bookkeeper, and reassigning the good bookkeeper.  Try doing it annually and see how much of an impact it has.

I'll echo that using the macros is essential.  In particular, remember that macros apply to any kind of function in DF, not just mining.  For some very common actions, like digging a 3x3 up/down stairway downwards a few levels, or making a diagonal 3-tile wide hallway in the 4 diagonal directions, or DEFINITELY the 'Enter+down'x15 macro for getting items to the Trade Depot and then trading things, I save macros.  For lots of other things I just create and use macros on the spot without saving.

For example, with my latest population explosion, I made a macro that digs a 3x3 room out, then rests the cursor below it, so I could just spam ctrl+p and get a whole bunch of rooms in place, then make a few hallways connecting them.  Once they were dug out, I made a macro that places a bed, a coffer, two cabinets, and a door, and rests the cursor in the bedroom below it.  Again, spam ctrl-p.  Finally once everythings in place, I make a similar macro that designates a room from each bed and spam again. 

For finding gainful employment for them all, again, as said before, Dwarf Therapist is great.  I'm really liking a custom job I made in DT that has all hauling labours + masonry on.  The masonry isn't for making furniture (I have skilled masons for that, to do it faster and makes higher quality goods), but for all the outdoor construction/rewalling after digging a giant sunlight shaft/ etc. jobs I do, often with hundreds and hundreds of floor tiles to build at a time.  I set all my mason workshops to only accept "Adequate" or higher skill levels, so the haulers don't waste time trying to craft things, and only my skilled mason's craft things there.  Since constructing walls, floors, etc. doesn't yield experience, the haulers always stay at 0 mason experience (This is also useful as I set all the haulers to Armourer or Weaponsmith labours, and have my forges set up like the mason's workshops, except for one forge set only to accept Dabbling-Dabbling skill level, which makes bolts and caps.  This way when a hauler moods, they make an Artifact weapon or armour if they have no other moodable skill levels).  Masonry is something I never seem to have enough of, on account of all the stone furniture and big towers/floors I make, but with my construction haulers, it goes much, much faster. 
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