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Author Topic: Fortress design verticle transport  (Read 2972 times)

Aspgren

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  • Every fortress needs a spike pit.
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Re: Fortress design verticle transport
« Reply #30 on: July 10, 2010, 11:40:38 pm »

I've never had a dwarf fall into a well, either.

I see you've never built a well inside of the barracks.

I learned not to do this the hard way.
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The crossbow squad, 'The Bolts of Fleeing' wouldn't even show up.
I have an art blog now.

AtomicPaperclip

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  • Who names their kid dagger anyway?
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Re: Fortress design verticle transport
« Reply #31 on: July 10, 2010, 11:49:23 pm »

In my latest fortress, inspired by a recent pathfinding thread, I've just made my hallways entirely out of up-down staircases.

So far, working out great.
I never in a million years would have thought of that o.o

I'll try that some time.
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Dear Toady: Keep up the good work man, we appreciate you and the game beyond words.

Shrugging Khan

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Re: Fortress design verticle transport
« Reply #32 on: July 11, 2010, 07:35:04 am »

Can you link us to that thread, Nil? My framerate is down to the lower 30s, so I'd much appreciate it  ;D
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Not a troll, not some basement-dwelling neckbeard, but indeed a hateful, rude little person. On the internet.
I'm actually quite nice IRL, but you people have to pay the price for that.

Now stop being distracted by the rudeness, quit your accusations of trollery, and start arguing like real men!

sjaakwortel

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Re: Fortress design verticle transport
« Reply #33 on: July 12, 2010, 06:46:04 am »

have you locked up all your animals yets, that works great to (in my fort it brougth the FPS from 90 to 100). Maybe adding burrows will also improve your FPS but i didnt test that.
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Quote
Quote from: Greep on May 08, 2010, 07:55:20 pm
do dwarves move any slower when using the stairs?
Quote
Compared to falling? Yes.

Miggy

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Re: Fortress design verticle transport
« Reply #34 on: July 12, 2010, 09:46:40 am »

I'm toying with building a massive (21 tile diameter) central staircase, full with a pit running from the top to the bottom and a pillar in the center which can only be accessed from the top, and then used as archery platform to any point in my staircase. In the 4 cardinal directions from this staircase, I have a section of my fort (Entrace - Housing - Industry - Foodstuffs), which use up/down staircases inside of their section to improve mobility.

As for the multiple-z hallways, I've been thinking on the idea myself, and the design I came up with looks more like this:

Upper level:
Code: [Select]
#V+V#
 #V+V#
 #V+V#
 #V+V#
 #V+V#
 #V+V#
[]+++[]
[]+++[]
 #V+V#
 #V+V#
 #V+V#
 #V+V#
 #V+V#
 #V+V#

Lower level:
Code: [Select]
#R#R#
 #R#R#
 #R#R[]
 #R#R[]
 #R#R#
 #R#R#
 #+#+#
 #+#+#
 #R#R#
[]R#R#
[]R#R#
 #R#R#
 #R#R#
 #R#R#

# Wall
V downramp (ramp seen from above)
R upramp (ramp seen from below)
+ floor
[] door

Doors placed at random places depending on where you want rooms. This should allow transportation between both levels of the corridor with no further travel length added compared to a regular 3z wide 1z tall corridor. The only exception is when you're going to a room on another level than the one you're on, but on the same side of the corridor.
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Daetrin

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Re: Fortress design verticle transport
« Reply #35 on: July 12, 2010, 09:59:06 am »

Now that immortal FBs are gone I don't have to worry about that...honestly I concentrate my defensibility structures on the cavern connections and the outside connections. My vertical design is a spiral ramp connecting stacked-ramp modules. Quickfort makes it easy, and I could easily set it up to seal each module off and flood the rest of the fort.  However, I usually don't bother with that degree of infrastructure. 
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All you need to know about Ardentdikes
It is really, really easy to flood this place with magma fwiw.

Doors stop fire, right?
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