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Author Topic: Migrant issues? New feature I wasn't aware of?  (Read 2951 times)

Cthulhu

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Migrant issues? New feature I wasn't aware of?
« on: February 19, 2012, 07:52:08 am »

I've been having some serious issues with migrants, and combined with the fact that I'm on an evil biome that requires regular lockdown (blowout soon, fellow stalker!) and the fortress setup is generally not very good (I don't think I'll survive an ambush) I'm starting to consider just throwing in the towel on this one.

Anyway, two problems.  The first feels like a bug, the second may be an irritating consequence of pulling migrants from actual populations.

The first is that no migrants ever have their relevant labors turned on.  I didn't realize this problem was universal until I had several dozen dorfs just kind of chilling out in my dining room never doing anything.  I have to manually activate the labors for dorfs with skills I need to utilize.  Maybe if I had caught it early and calibrated each migrant as he came in that'd be okay, but I didn't.  Is this a bug?

The second, which I don't think is a bug as much as an issue with the new way of generating migrants, is that no one has skill-related equipment.  Everyone who comes in is dressed in the standard civ uniform, and that's it.  Hunters don't have bows, weapondorfs don't have the appropriate weapon, anything like that.  That's part of the reason I'm worried about our chances in an attack, we don't have any equipment.

Does anyone know how to solve these (Well, really, solve the first)?  I'm starting to really consider giving up this fort and starting over, it's been a long time since I've Dorfed and now that I'm back in the swing of things I can probably make a good fort next time.
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Cyroth

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #1 on: February 19, 2012, 07:55:50 am »

Dwarfs seem to bring whatever they were holding when they decided to come to your fort.
I've had dorfs covered in trinkets and jewelry and some that were wearing pieces of armor or weapons.


And yeah, them not having any labors activated is really annoying.
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Di

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #2 on: February 19, 2012, 08:13:19 am »

And for the ambush thing, they'll have to experience evilness of the place just as your dorfs. I've seen a bunch of kobolds that ambushed my vampire woodcutter being torn to pieces by wildlife wilddeath.
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Meansdarling

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #3 on: February 19, 2012, 08:23:51 am »

I am having issues with migrants too.
*Jobs not turned on.
*Missing information in dwarf description. Ex: She is mighty, is never sick, heals quickly.
*Also missing info on state of mind that show up in green and red. Ex: Has great sense of her body, has no sense of artistry.

I really like having the red/green descriptors. I always nickname the more impressively gifted dwarves. I am missing the description stuff on all migrants. It shows up on the starting seven and children born in the fort.

First post. :+)
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Nelia Hawk

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #4 on: February 19, 2012, 10:29:49 am »

so am i the only one who actually LIKES that migrants have their jobs not turned on ?!?
(and if its a bug it would be nice as init option to have: Migrants start with no jobs=YES/NO)


theres no real way to "sort the name list for migrantwaves" so these "idle" dwarf migrants are usually "quick" to find BECAUSE they dont have anything turned on than hauling. (maybe migrants could be marked somehow in the namelist for a month after they appear or so)

atm i play mostly without custom nameing the dwarfs (got tired to name all of the new ones each time as they die in battles and new migrant waves appear etc...) so that falls out of the "find migrants" department too.

and usually i check each migrants skills/jobs anyways when they appear (what probably alot people do when each migrant runs on the map) and readjust their labors anyways (like turning off metalshmithing of a nocive one when you have 5 great ones already and i.e. assigning masonry instead).

finding the 7 new migrants in a 140 dwarf 50 children fort when they quickly start doing their 4 random activated jobs is a pain...
there i prefer it way more that they arrive without labours and "wait to be assigned" to labours the fort needs or the military, instead of running off to novice weaponsmithing that *spoiler* sword while the grandmaster is on break... (yaya could just change the building preferences.. its just an example).


the only weird thing about migrants i noticed atm is that my first migrant wave i had was 1 dwarf+3children and the dwarf was the queen consort.
« Last Edit: February 19, 2012, 10:38:49 am by Nelia Hawk »
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JJtoocool

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #5 on: February 19, 2012, 11:43:14 am »

[1]so am i the only one who actually LIKES that migrants have their jobs not turned on ?!?
(and if its a bug it would be nice as init option to have: Migrants start with no jobs=YES/NO)

[2]-weird thing about migrants i noticed atm is that my first migrant wave i had was 1 dwarf+3children-

1: No, you are not. I am enjoying complete control over my bearded population, whereas I used to do this manually.
The init option is a good idea, btw.

2: The dorfs are now pulled from worldgen. They had generated lives, and as a result, children. Lots and lots of children.
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Die Nacht

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #6 on: February 19, 2012, 06:23:05 pm »

so am i the only one who actually LIKES that migrants have their jobs not turned on ?!?
(and if its a bug it would be nice as init option to have: Migrants start with no jobs=YES/NO)


theres no real way to "sort the name list for migrantwaves" so these "idle" dwarf migrants are usually "quick" to find BECAUSE they dont have anything turned on than hauling. (maybe migrants could be marked somehow in the namelist for a month after they appear or so)

atm i play mostly without custom nameing the dwarfs (got tired to name all of the new ones each time as they die in battles and new migrant waves appear etc...) so that falls out of the "find migrants" department too.

and usually i check each migrants skills/jobs anyways when they appear (what probably alot people do when each migrant runs on the map) and readjust their labors anyways (like turning off metalshmithing of a nocive one when you have 5 great ones already and i.e. assigning masonry instead).

finding the 7 new migrants in a 140 dwarf 50 children fort when they quickly start doing their 4 random activated jobs is a pain...
there i prefer it way more that they arrive without labours and "wait to be assigned" to labours the fort needs or the military, instead of running off to novice weaponsmithing that *spoiler* sword while the grandmaster is on break... (yaya could just change the building preferences.. its just an example).


the only weird thing about migrants i noticed atm is that my first migrant wave i had was 1 dwarf+3children and the dwarf was the queen consort.

Sounds like you don't know about DwarfTherapist. Get it, filter by migration wave, done.
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Rgamer

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Re: Migrant issues? New feature I wasn't aware of?
« Reply #7 on: February 19, 2012, 07:17:21 pm »

Sounds like DF takes time to update, and takes time to start, etc. Plus, it doesn't show where your broker is.
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