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Author Topic: New traffic area designation: Ignore Obstacles  (Read 821 times)

Muddy Mudstone

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New traffic area designation: Ignore Obstacles
« on: January 11, 2016, 04:15:25 pm »

Closed doors, raised/retracted bridges and deep water in areas designated "Ignore Obstacles" would not prevent pathing. The creature will attempt to pass through the closed door, fail, and sit there looking dejected (flashing inverted, like cats do when trying to pass through tightly closed doors). If water is in the way, the creature will leap into the water and attempt to swim to the destination, regardless of skill.

This would be useful for:
  • Letting caravans, liaisons, visitors and migrants in and out, without having to leave the gates wide open all the time.
  • Building an underwater fort where dwarfs enter and leave through an airlock.
  • Other special defensive entrance mechanisms yet to be invented.

Intelligent enemies would try these routes too (but only sometimes, because they are less trusting). Ignore Obstacles is conceptually the same as a sign saying "this way".
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Zarathustra30

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Re: New traffic area designation: Ignore Obstacles
« Reply #1 on: January 12, 2016, 03:24:17 am »

So, critters would have to constantly check the next tile, which would decrease FPS, but then pathing areas wouldn't have to be calculated as often, which would increase FPS. Interesting.
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How did we pass from inns with merry songs and happy music to temples of doom and medieval torture with so much easiness and eagerness??

0x517A5D

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Re: New traffic area designation: Ignore Obstacles
« Reply #2 on: January 12, 2016, 03:37:33 am »

Closed doors, raised/retracted bridges and deep water in areas designated "Ignore Obstacles" would not prevent pathing. The creature will attempt to pass through the closed door, fail, and sit there looking dejected (flashing inverted, like cats do when trying to pass through tightly closed doors). If water is in the way, the creature will leap into the water and attempt to swim to the destination, regardless of skill.

This would be useful for:
  • Letting caravans, liaisons, visitors and migrants in and out, without having to leave the gates wide open all the time.
  • Building an underwater fort where dwarfs enter and leave through an airlock.
  • Other special defensive entrance mechanisms yet to be invented.

Intelligent enemies would try these routes too (but only sometimes, because they are less trusting). Ignore Obstacles is conceptually the same as a sign saying "this way".

Currently, only your fortress' citizens obey traffic designations.  (I don't think any tests have been done on the new categories of friendly visitors and permanent residents.)

That could be changed, of course.  It would only require a new per-tile flag.

But.  An invisible hand controlling the movement of neutrals and enemies seems exploity to me.  More so than a roped animal for enemies to attack.
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Muddy Mudstone

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Re: New traffic area designation: Ignore Obstacles
« Reply #3 on: January 12, 2016, 09:01:27 am »

Quote
But.  An invisible hand controlling the movement of neutrals and enemies seems exploity to me.  More so than a roped animal for enemies to attack.

It's already possible, as you say. Enemies try to reach certain things. Ideally, the enemy needs to be smarter, or at least unpredictable:

Goblin 1: It says "this way".
Goblin 2: Might be a trap. Let's send Snuzo, nobody likes him anyway.
Snuzo follows the sign, and does not come back.
Goblin 1: I bet he's rolling in plunder right now.
Goblin 2: Shut up. He got squashed by rocks probably.
They continue to hang around the area for a while, then wander off.
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0x517A5D

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Re: New traffic area designation: Ignore Obstacles
« Reply #4 on: January 12, 2016, 02:37:24 pm »

[It's already possible, as you say.

Yeah, that's kind of my point.  We don't need yet another poorly-implemented game system.
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