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Author Topic: Best way to calculate round fortresses?  (Read 1316 times)

Zambaku

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Best way to calculate round fortresses?
« on: January 16, 2010, 05:20:34 am »

Lately I've been in the mood to construct a hollow spire around a magma pipe. And I was wondering, how you guys think when you make big round designs. There's got to be a better way then to count tiles x_x

I've calculated it needs to be 40x40 pixels across in the hollow part, and 9 pixels wide in the actual construction.
« Last Edit: January 16, 2010, 05:48:03 am by Zambaku »
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Lav

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Re: Best way to calculate round fortresses?
« Reply #1 on: January 16, 2010, 06:22:21 am »

Circles in Paint on high zoom do a fine job. :-)
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

orbcontrolled

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Re: Best way to calculate round fortresses?
« Reply #2 on: January 16, 2010, 06:25:51 am »

Check here.

Particularly the post by Rysith. I've found that script of his almost as useful as quickfort.
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Zambaku

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Re: Best way to calculate round fortresses?
« Reply #3 on: January 16, 2010, 01:47:08 pm »

Check here.

Particularly the post by Rysith. I've found that script of his almost as useful as quickfort.

A million thanks! ;D
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Particleman

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Re: Best way to calculate round fortresses?
« Reply #4 on: January 16, 2010, 09:46:28 pm »

I know what you mean, but I'm going to post this anyway.

Because diagonal movement in the game doesn't cost any more than movement in any of the six cardinal directions (north, east, west, south, up, down), 'square' rooms and buildings are actually circular- every point of the edge of a given 'square'-looking room is exactly the same distance from the center of it as any other, which is the definition of a circle.

'Circular'-looking rooms, on the other hand, are actually much closer to really being square. The edges of the room in the four cardinal directions are further away from the center than the edges you reach moving diagonally.

Isn't DF physics fun?
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Zsword

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Re: Best way to calculate round fortresses?
« Reply #5 on: January 16, 2010, 09:59:05 pm »

I know what you mean, but I'm going to post this anyway.

Because diagonal movement in the game doesn't cost any more than movement in any of the six cardinal directions (north, east, west, south, up, down), 'square' rooms and buildings are actually circular- every point of the edge of a given 'square'-looking room is exactly the same distance from the center of it as any other, which is the definition of a circle.

'Circular'-looking rooms, on the other hand, are actually much closer to really being square. The edges of the room in the four cardinal directions are further away from the center than the edges you reach moving diagonally.

Isn't DF physics fun?
Why yes, I know alot of people that would get SOO confused by that you wouldn't believe, but that is quite the concept. I oughta  show msome of my fellow GT friends this one...
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QuantumSawdust

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Re: Best way to calculate round fortresses?
« Reply #6 on: January 16, 2010, 10:36:25 pm »

I was under the impression that diagonal movement in DF has a cost multiplier of 1.414 or whatever to account for that. Has that since been proven false?
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Alrenous

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Re: Best way to calculate round fortresses?
« Reply #7 on: January 17, 2010, 06:39:13 pm »

Oh man now I'm going to have to stage a race.

Immigrant milker cancels annoy: interrupted by racecourse.
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It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.

Alrenous

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Re: Best way to calculate round fortresses?
« Reply #8 on: January 17, 2010, 07:18:52 pm »

Indeed, the diagonal-travelling dorf is not covering the same number of squares as the straight dorf.

The factor is near sqrt(2), but I'm getting a bit low - 121/89 = 1.36.
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It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.

smjjames

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Re: Best way to calculate round fortresses?
« Reply #9 on: January 17, 2010, 08:31:18 pm »

That would explain why they go diagonal as little as possible.
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Particleman

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Re: Best way to calculate round fortresses?
« Reply #10 on: January 18, 2010, 08:33:38 pm »

Indeed, the diagonal-travelling dorf is not covering the same number of squares as the straight dorf.

The factor is near sqrt(2), but I'm getting a bit low - 121/89 = 1.36.
Oh. Dang. :/
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64-bit

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Re: Best way to calculate round fortresses?
« Reply #11 on: January 18, 2010, 10:43:19 pm »

i was actualy going to submit this for a question for df talk, but i guess its no longer necessary
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Viprince

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Re: Best way to calculate round fortresses?
« Reply #12 on: January 21, 2010, 11:52:32 am »

Not exactly sure what the OP is after here but here's a neat way to not have to count pixels when measuring distances between two points.

The oh so under-appreciated "N" notes menu allows you to place markers with "p", when you move the cursor around at the top of the screen you'll get (x,y,z) coordinates to the nearest marker. Just stick one at one end of your distance and zoom to the other end and just read out the coordinates to calculate the distance.

Neat lil trick
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TinReaper

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Re: Best way to calculate round fortresses?
« Reply #13 on: January 21, 2010, 07:35:42 pm »

I know what you mean, but I'm going to post this anyway.

Because diagonal movement in the game doesn't cost any more than movement in any of the six cardinal directions (north, east, west, south, up, down), 'square' rooms and buildings are actually circular- every point of the edge of a given 'square'-looking room is exactly the same distance from the center of it as any other, which is the definition of a circle.

'Circular'-looking rooms, on the other hand, are actually much closer to really being square. The edges of the room in the four cardinal directions are further away from the center than the edges you reach moving diagonally.

Isn't DF physics fun?

Only Dwarfs could invent a circle with 4 right angles in it
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