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Author Topic: Movement Speed vs Terrain  (Read 2887 times)

NW_Kohaku

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Re: Movement Speed vs Terrain
« Reply #15 on: April 03, 2012, 09:51:41 pm »

The problem could be somewhat solved by making it a fatigue factor instead of a movement speed factor. Pushing through deep snow or thick underbrush is more taxing physically than walking on a clear paved street. I am not sure exactly what he is using to determine when a dwarf takes a break or lays down to sleep, but I think implementing a fatigue management system would do for starters if tackling the pathing issues is too much. On the plus side, it will only be improved when he finally does get around to improving the pathing to the point where it affects movement speed, because at that point you will be saving your Dwarfs time AND energy.

The problem with "fatigue" is that this needs to be applied to the worldmap, and caravans going across forests vs. a road - without things like rough terrain, then a road is meaningless, since most creatures just walk through a forest as easily as they walk on a road. 

Besides, dwarves don't become fatigued when walking.  It's their default action, so it's not related to exhaustion at all, which is something that only seems to occur with combat or pumping or the likes. 

I got lost in that code talk.  Are you guys saying speed isn't modified by Agility and Backpacks?

What can a player do to increase blip speed? 

We're talking about pathfinding, not character speed.

Agility and weight (and strength) do affect speed.  What we're talking about is how other forms of terrain will not only slow characters down, but also how pathfinding will need to reflect this.
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knutor

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Re: Movement Speed vs Terrain
« Reply #16 on: April 03, 2012, 10:09:55 pm »

Thanks.  I'm perpetually cornfused.

View: *thumbs down*  Terrain shouldn't effect travel speed.  Too many variables.  One big one comes to mind, friction.  With all the possible floor types any kind of terrain altering travel calculations could be catastrophic to forum stability.  Why you say?  Just imagine all the complaints about FPS. 

The current model is more than sufficient.  If it were added I would definately wish for a toggle in the ini, to disable it for both the mobs and the dorfs.

However, I'd like something similar, ballistic travel effect.  Those bolts move way too fast for my old tired eyes and travel right thru friendlies and trees.  For me, I'd love to remove the friendly fire feature that is currently in place.  Critical Misses, should cause dwarfs to fight, cause fist fights, crimes, etc...  I would enjoy the pandemonium.  Maybe when siegecraft gets luv, some better bolt ballistics will be implemented.  Til then I'll keep my fingers crossed.
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King Mir

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Re: Movement Speed vs Terrain
« Reply #17 on: April 04, 2012, 01:03:12 pm »

The large number of floor types shouldn't hurt FPS. We already have traffic designations, and this would work the same way for pathfinding. It just has to queary the terrain cost for each tile.

Sowelu

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Re: Movement Speed vs Terrain
« Reply #18 on: April 04, 2012, 01:54:15 pm »

It really would be nice if smoothed floors were faster than unsmoothed ones.  You'd start thinking about building roads outside just for convenience, and smoothing parts of your mining spurs before the part where they branch out.  Think of it as a middle step between things-as-they-are-now and minecarts: a little more planning + dwarf-effort for a payoff in dwarf-speed.
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NW_Kohaku

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Re: Movement Speed vs Terrain
« Reply #19 on: April 04, 2012, 05:03:46 pm »

I found a quote supporting this, by the way:

This is on the dev page:
Quote from: dev.html
Basic Adventure Mode Skills

    * Wood use
          o Ground debris/sticks/underbrush

Toady expanded on that item in DF Talk:
Quote from: DF Talk 9
Capntastic:   I've got to say I'm really excited about the ... things you would think to be excited about, like the ground debris, sticks and underbrush ... you're like 'oh man, you find a rats nest under a tree and then kick it and rats come out'.
Toady:   The main thing there is up here in a lot of the parts of the Pacific north west where there's been logging recently and the trees ... there's not a whole lot of old growth forest left where I'm at, so there's a bunch of small trees, and when there are small trees there's a crapload of underbrush, and it's hard to go places; a lot of places you have to go around giant bushes and all kind of blackberries and that kind of stuff, you just walk through ... I don't want that to be super annoying, but right now in adventure mode there's a few scattered trees in the forest and they're little teeny trees but they somehow prevented everything but a few strawberry bushes from growing. And there are certain points where you should be walking through this brush and getting scratches all over your body, and mosquitoes ...

It was also touched upon in a FotF thread:
Quote from: Toady One
Quote from: Hummingbird
Now that trade routes depend on availability of roads (do they?), will fast-traveling over roads in Adventurer Mode confer reasonable bonuses to traveling speed (or penalties for moving off the road)? For both adventurers and merchants, it would make sense for walking on road to be easier, faster, and safer than hacking through wilderness.

Related: Will dwarven roads over mountains squares be accessible through fast-traveling in Adventurer Mode?

Fast travel speeds aren't going to be different from local travel speeds, for consistency, as close as I can make them anyway.  So if traveling on roads should be faster, it has to be for a local reason.  Right now, traveling on any terrain is the same speed.  When we get to underbrush in the dev page, the movement speeds should be properly impacted.  I'm not sure that we'll get to any of that this time, though the grass density information helps set us up for it.

The visibility part was covered here:
Quote from: Toady One
Quote from: ILikePie
Are you planning on making certain 'wilderness' areas a bit more defined? Currently there is hardly any difference between a hill and a forest. Having, for example, denser bushes that, maybe, obscure vision, or multi-tile trees would make the denser forests much more foresty.

Yeah, we've got three things up there that should help a bit with that:

Skills:Wood Use:Ground debris/sticks/underbrush

For some basic variety -- there's nothing like the woods around here where you can hardly walk and end up getting all scratched up.  Now it's more like the older growth forests with the cleaner floors, but with really small trees and inexplicably no underbrush.  Not sure about vision there -- thick underbrush should definitely obscure it, but we might wait for the lighting part to get that all under one umbrella.
[...]

So, again, this is the sort of thing that Toady already plans to do.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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