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Author Topic: Remove the "no building/digging to map edge" restrictions  (Read 5283 times)

GavJ

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Remove the "no building/digging to map edge" restrictions
« on: August 05, 2014, 02:59:11 am »

What is the point of these? They're super annoying, especially now with the whole reclaim system and the encouragement of making forts spanning adjacent areas. As well as being more annoying now due to the fort/adventurer flip flop capability -- we want to be able to build tunnels and things for our adventurers.

I assume the reason for not having constructions out to the map edge is to stop you from building an invader wall and having nothing ever end the map. However, you can do this already with bridges (with barely any additional effort, at that), and turns out the game doesn't crash, the world doesn't end. So this isn't necessary to prevent, even if it was thought to have been at some point.

And I assume the reason for not allowing us to dig out to the edge is to prevent protected caravan entrances and to prevent magical liquid drainage. Caravans - simple, just don't make dug edge squares valid for caravan travel, if that even honestly matters. And water drainage - don't worry about it. Since it's already possible to drain wherever by smoothing and fortifying, and again, hasn't turned out to be the end of the world.

Allow more satisfying and continuous architecture and workable adventurer tunnel and path building, etc. by removing these. With no actual practical costs AFAIK. Or am I missing something?
« Last Edit: August 05, 2014, 03:00:42 am by GavJ »
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dudlol

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #1 on: August 05, 2014, 09:00:46 pm »

Yeah, I agree with this on the play your own way vibe. If a player wants to dig a safe caravan exit to map edge underground or to wall the map and force all spawns down a specific path, who is to stop them?

Sometimes I wanna just play in creative mode and do whatever.
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Edmus

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #2 on: August 06, 2014, 03:13:04 am »

Yeah, I agree with this on the play your own way vibe. If a player wants to dig a safe caravan exit to map edge underground or to wall the map and force all spawns down a specific path, who is to stop them?

Sometimes I wanna just play in creative mode and do whatever.
Wouldn't that just lead to a dead end off screen?
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GavJ

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #3 on: August 06, 2014, 03:19:52 am »

Quote
Wouldn't that just lead to a dead end off screen?
Yes.

The goal isn't to prevent dead ends. The goal is to allow constructions and tunnels to line up flush across adjacent embarks. Primarily for the benefit of visiting adventurers who have no dead ends.

Also just realism. "You can't dig or build outside your territory"  (boundaries at map edge) is one thing. That's politically realistic.  But "there's a weird 2 tile wide grid throughout the entire world that nobody can dig in and isn't in any territory"  (boundaries inside of map edge) doesn't make any sense realistically.
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Parhelion

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #4 on: August 06, 2014, 04:14:44 am »

Far, far down the road, I'd actually like the ability to request roads/tunnels be cooperatively built with neighboring towns and mountainhomes. 

Say, your fortress has reached a certain point, and you've got your first baron -- you can use a diplomat that comes with each trade caravan to order certain arrangements with outside towns within a certain range of you (say, maybe 10 tiles).  You set a marker on the edge of your map, as if to say, "This is where I want the road to connect," and you can pay wagonloads of coins/ingots/raw materials to this civilization or your own and it will eventually build that road over a course of months or years, depending on distance.  With an overhead map similar to the adventure travel/log one, you might even select the course it takes.  (The only caveat here would be that only dwarves and underground civs can build tunnels.)

At that point, you can build whatever the heck you want -around- that road, and it will become a preferred caravan entry point, as well as a preferred entry/exit point for migrants/defectors/misc travellers that might appear in future versions.  (Ambushes and seiges will still try to pop up wherever is strategically best.)

You can even take this a bit further and say that if you have the king/queen and you are the mountainhome, you can direct OTHER towns within your civ to build roads with one another, or direct "warpaths" to be built to places you feel ought to be seiged.
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Aquillion

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #5 on: August 08, 2014, 02:39:06 am »

Alternatively, make the unbuildable / undiggable edge displayed for each fortress be the first layer of buildable / diggable squares for adjacent sites.
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Lightningy

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #6 on: August 08, 2014, 04:40:33 am »

or an option to switch it off. sometimes people dont like restrictions
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Larix

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #7 on: August 08, 2014, 07:41:55 am »

I suspect that the "no digging" exception is there to prevent the game's sanity when trying to spawn creatures: the game doesn't directly spawn creatures on the map-edge tiles, but rather has them move onto the map from an immediate off-map tile that's at the unaltered height. Digging to the edge might completely screw up pathing onto a map.

The exception against above-ground buildings of any height is probably arbitrary, to make walling off a bit more difficult. After all, there's no such restriction underground, so i assume the game _could_ gracefully handle it.
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Bumber

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #8 on: August 08, 2014, 09:53:46 am »

Alternatively, make the unbuildable / undiggable edge displayed for each fortress be the first layer of buildable / diggable squares for adjacent sites.
Sounds like trouble where overlapping sites are concerned. You could end up with half-buildings and such. For instance, a raising drawbridge that exists partially outside the loaded map.
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GavJ

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Re: Remove the "no building/digging to map edge" restrictions
« Reply #9 on: August 11, 2014, 02:38:26 pm »

Quote
I suspect that the "no digging" exception is there to prevent the game's sanity when trying to spawn creatures: the game doesn't directly spawn creatures on the map-edge tiles, but rather has them move onto the map from an immediate off-map tile that's at the unaltered height. Digging to the edge might completely screw up pathing onto a map.
Mentioned this in the OP. Most things people would want to build would only use up <5% of the edge, making it a non issue, but yes you might be concerned that somebody could do 100% of the edge and crash the game.

Except that people have already gone ahead and blanketed the entire edge of the map in raised bridges, and ... nothing happens. Yes it blocks people coming in, but we already know that the game doesn't freak the hell out or crash or anything. Maybe it lowers your FPS or something, but if so -- just don't cover the entire edge AND keep invasions turned on if you don't want an FPS hit, derp.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.