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Author Topic: Stairs/Hallway pathing optimization  (Read 1637 times)

Rowantwig

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Re: Stairs/Hallway pathing optimization
« Reply #15 on: August 20, 2010, 07:50:50 am »

I think this is a pretty efficient one. Uses a 3x3 area.
Code: [Select]
█ Wall
  Floor
▒ Wall or floor, doesn't matter
▼ Channel
▲ Ramp left from channel on level above

Odd levels:
▒▒▒▒▒
▒█▼ ▒
▒▲ ▲▒
▒ ▼█▒
▒▒▒▒▒

Even levels:
▒▒▒▒▒
▒ ▲█▒
▒▼ ▼▒
▒█▲ ▒
▒▒▒▒▒
« Last Edit: August 20, 2010, 07:57:54 am by Rowantwig »
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epyn

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Re: Stairs/Hallway pathing optimization
« Reply #16 on: August 20, 2010, 10:12:37 am »

I made this embark to try out a spiral 5x5.  (pretty much the same as above but here it is in game)
http://mkv25.net/dfma/poi-24969-stairwellfloor1
Works well for my current fort:  Resizable down to 3x3, symmetrical, four access points per floor (cardinal directions), and really easy to designate after just a few floors you understand the pattern easy.
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Dorf3000

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Re: Stairs/Hallway pathing optimization
« Reply #17 on: August 20, 2010, 10:26:11 am »

I think the most important factor is if dwarves can pass each other without having to re-calculate their paths.  On very narrow ramps and stairs, there is usually no room to side-step if it is a busy route, and this can cause problems.  I've had dwarves with the same speed meet up at a corner where there were two routes with the same length, and both block each other and run back and forth trying to find their way around.

I've been trying to figure out a way to make one-way spirals using the constructed ramp bug/cheat, it's pretty easy to make an up spiral that way but it's harder to make one that only allows downward travel.  I haven't come up with a design that isn't butt-ugly and difficult to designate.  It'd be a lot nicer if we had directional traffic zones.. but I'd rather see the bugs fixed before that kind of 'feature'.
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I had a tigerman get elected mayor and he promptly mandated 3 bowls of cereal.

goge

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Re: Stairs/Hallway pathing optimization
« Reply #18 on: August 20, 2010, 11:01:04 am »

I think this is a pretty efficient one. Uses a 3x3 area.
Code: [Select]
█ Wall
  Floor
▒ Wall or floor, doesn't matter
▼ Channel
▲ Ramp left from channel on level above

Odd levels:
▒▒▒▒▒
▒█▼ ▒
▒▲ ▲▒
▒ ▼█▒
▒▒▒▒▒

Even levels:
▒▒▒▒▒
▒ ▲█▒
▒▼ ▼▒
▒█▲ ▒
▒▒▒▒▒

This is the exact ramp system I use.  It allows access to any of the 4 sides unlike the very "spiral" style ramps this one has a kind of double helix to it.  I channeled out the center to try and designate pit zones on them to drop goods to specific levels but the dumb dwarves throw the stuff diagonallly onto the ramp-down channel.
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Vulcanius

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Re: Stairs/Hallway pathing optimization
« Reply #19 on: August 20, 2010, 01:36:30 pm »

I think this is a pretty efficient one. Uses a 3x3 area.

That looks really good, I'm going to try using that in my next fort.
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omglazers

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Re: Stairs/Hallway pathing optimization
« Reply #20 on: August 20, 2010, 04:02:07 pm »

I used to optimize my pathing more in 40d, now I just think it's a bit of a wank for how much it's really worth, I'd rather have my fortress pretty and the way I like it than ramps everywhere.  I hate ramps.

Me too, but until liquids get fixed I have to try and save FPS where I can
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Vastin

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Re: Stairs/Hallway pathing optimization
« Reply #21 on: August 20, 2010, 05:28:31 pm »

I suggest sealing off any parts of the caverns you aren't using.

The moment you punch a hole into that first cavern, the path complexity of the game skyrockets - usually adds a lot of water too, though I don't think you can do much about that.

In particular be careful once you start mining operations below the first cavern set. If your pathfinder starts scrambling through the entire cavern system hoping to find a faster way down into the mines below, you may come to regret that.

I mean, its usually a good idea to wall off any chunks you aren't farming or woodcutting in anyway, given that nasty things tend to crawl around the caverns a lot.
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omglazers

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Re: Stairs/Hallway pathing optimization
« Reply #22 on: August 20, 2010, 08:20:03 pm »

Ill have to make sure to wall off caverns and see if that helps.
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