Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Small Fortress design optimizations  (Read 1922 times)

A for Anonymous

  • Bay Watcher
    • View Profile
Small Fortress design optimizations
« on: February 14, 2012, 05:27:18 pm »

I'm wondering: What are some of the small/subtle Fortress design optimizations you came up with? Here's one to start things of:

The ideal 2 wide corridor corner (Considering pathing):

Ever make a corner like this? You probably have. Don't!

Make this one instead! It digs out the same amount of squares, but because dorfs can move diagonally, they don't have to slow down - much - if 3 (or 4) of them meet at a corner.
Logged

Logic

  • Bay Watcher
    • View Profile
Re: Small Fortress design optimizations
« Reply #1 on: February 14, 2012, 06:08:33 pm »

Well, that could work for some situations, but I generally like to share corridor walls with stockpile rooms and such; I don't like non-rectangular stockpile rooms.
Logged

A for Anonymous

  • Bay Watcher
    • View Profile
Re: Small Fortress design optimizations
« Reply #2 on: February 14, 2012, 06:20:36 pm »

Considering the amount of space there is a on a map in general, and that this doubles the potential throughput of the corner, I think having to shift some rooms 1 square sideways is not much of an issue in most cases.
« Last Edit: February 14, 2012, 06:47:14 pm by A for Anonymous »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Small Fortress design optimizations
« Reply #3 on: February 14, 2012, 06:39:15 pm »

Spoiler (click to show/hide)

This is better >:D

A for Anonymous

  • Bay Watcher
    • View Profile
Re: Small Fortress design optimizations
« Reply #4 on: February 14, 2012, 06:49:06 pm »

Spoiler (click to show/hide)

This is better >:D
Not sure what you mean, could you clarify please? :)

Edit: Either way your path is wrong tho, here's the real path:
Spoiler (click to show/hide)
« Last Edit: February 14, 2012, 06:53:05 pm by A for Anonymous »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Small Fortress design optimizations
« Reply #5 on: February 14, 2012, 06:51:40 pm »

Dig everything, no pathing problems :D

A for Anonymous

  • Bay Watcher
    • View Profile
Re: Small Fortress design optimizations
« Reply #6 on: February 14, 2012, 06:52:40 pm »

Dig everything, no pathing problems :D
1. That's terrible :P 2. See my edit above
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Small Fortress design optimizations
« Reply #7 on: February 14, 2012, 06:55:10 pm »

Dig everything, no pathing problems :D
1. That's terrible :P 2. See my edit above
1. It works though :P

2. AAAAAAACCCCctually, they would path to the shortest path, or the path closest to the shortest path, so they would hug the inner wall instead of going to the outer wall then taking a detour in a straight line... Something you notice when you dig everything :P

A for Anonymous

  • Bay Watcher
    • View Profile
Re: Small Fortress design optimizations
« Reply #8 on: February 14, 2012, 06:58:49 pm »

Dig everything, no pathing problems :D
1. That's terrible :P 2. See my edit above
1. It works though :P
Until you have a cave in. :P

Quote
2. AAAAAAACCCCctually, they would path to the shortest path, or the path closest to the shortest path, so they would hug the inner wall instead of going to the outer wall then taking a detour in a straight line... Something you notice when you dig everything :P
For 1 dwarf, yes, but that means my path image is not wrong per se, just that it has a starting point 1 square too early. :P Also, scale it up to 3+ dorfs in the same corridor, going opposing directions. At that point the fastest path won't necessarily be in a straight line.
Logged