Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Walking "Across" ramps  (Read 591 times)

DeathToGamer

  • Bay Watcher
    • View Profile
Walking "Across" ramps
« on: July 23, 2010, 08:54:00 pm »

okay, so I'm working on my first fractural room design right now.

I built it around my rampwell though, and 2 of the arms have to come out of the walls that the ramps connect to. I was wondering if a dwarf has to walk across a ramp does it take more steps? or is it the same I.E do they have to go down the ramp to -1 z-level or do they just walk across?

The other reason I was wondering this is that I am trying to find out which is more effective over all... a stairwell or a rampwell

Particleman

  • Bay Watcher
    • View Profile
Re: Walking "Across" ramps
« Reply #1 on: July 23, 2010, 10:51:13 pm »

Walking one tile east and one level down via ramps takes as much time as walking one step on the level. However, going up or down a level via stairs counts as travelling one tile too, so a dwarf would have to go one level down, then one tile east, in two steps rather than one.

So yeah, ramps are more distance-efficient at the cost of taking up more room on the X/Y axis.

I've heard that stairs also slow down pathfinding, but I don't know if that's true or not.
Logged

Terisuke

  • Bay Watcher
    • View Profile
Re: Walking "Across" ramps
« Reply #2 on: July 23, 2010, 10:54:10 pm »

Walking one tile east and one level down via ramps takes as much time as walking one step on the level. However, going up or down a level via stairs counts as travelling one tile too, so a dwarf would have to go one level down, then one tile east, in two steps rather than one.

So yeah, ramps are more distance-efficient at the cost of taking up more room on the X/Y axis.

I've heard that stairs also slow down pathfinding, but I don't know if that's true or not.
The idea is that you can travel omnidirectionally from a stair tile, but ramps are directional - so it limits the pathfinding options, thus simplifying the pathing work.
Logged