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Author Topic: Terraforming and murky pool questions  (Read 559 times)

Goatmaan

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Terraforming and murky pool questions
« on: October 31, 2015, 01:28:37 pm »


 So I'm paving my 6*6 embark and as it nears completion I've got two issues that are bothering me.

My embark has a "ridge" shaped like a 7, a bit down the east side from the top, across the top, and 3/4 down the west side. The maximum elevation difference is 2z.
Id like to raise the middle part, but I have 2 issues.
1. How? The whole area is paved granite road, wich will be removed, but then what?
 Will an east/west wall with flooring extending north to the "ridge" work?
 Do I have to fill the low area with walls then pave them with roads/ floors? Will it line up z wise?
2. Both levels have *a lot* of murky pools (wich I squared up to ease paving). How should I fill them? Id like to leave a few far ones as small food/drink shelters.

 I'm hoping it wont cause fps issues, cause I can't afford that, but ill risk it.

  Goatmaan
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PatrikLundell

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Re: Terraforming and murky pool questions
« Reply #1 on: October 31, 2015, 04:50:30 pm »

If you want to raise terrain you do that by building walls. You can either build a solid block (i.e. layer on top of layer of wall) or build a frame and put a floor on top. I don't think you can pave a wall or a floor, but there also is no point in doing so.

The easiest way to deal with murky pools is just to floor them over. If you absolutely want to fill them you can build a massive wall save for one tile of a ramp or stair, which you'll have to obsidianize.

Terraforming supposedly has a negative FPS effect that depends on how much you change. If I understand it correctly, pathfinding on the surface is largely pre calculated, and modifications causes these calculations to be done dynamically instead.
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NullForceOmega

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Re: Terraforming and murky pool questions
« Reply #2 on: October 31, 2015, 04:56:34 pm »

Actually, you can lay a paved road over either walls (sub-floor) or floors, and Patrick is right, there isn't much point to doing so (unless you want to train up an architect.)

As for the path issues, it handles built items a bit differently than cave-ins, as long as the elevation is even, there won't be huge problems, but it will have an impact.
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Goatmaan

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Re: Terraforming and murky pool questions
« Reply #3 on: November 01, 2015, 12:37:50 am »

Ok, thanks for the answers. Ill give it a shot, just hope it lines up z wise.

P.S. I said I've got most of my 6*6 embark paved granite road ....
 So train up an architect?? Ha!! I've got 37 already!!  :P

  Goatmaan
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PatrikLundell

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Re: Terraforming and murky pool questions
« Reply #4 on: November 01, 2015, 03:05:08 am »

With all those architects, there is even less reason to build a road on top of the wall/floor, then...
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Goatmaan

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Re: Terraforming and murky pool questions
« Reply #5 on: November 01, 2015, 09:26:17 am »

I was almost 1/3 of the way done, when I realized my plan to cover the granite road with charcoal stockpiles wouldn't work...cuz nothing can be on a road!!

Still have a headshaped dent in the desk!

Was too far along to rip it up and floor it.
And too stubborn to stop!!

Megaproject #2
Unpave a 6*6 map, then floor it.

At 4 fps.... :o

    Goatmaan
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