A general tip to improve pathfinding for people who don't want to make use of the in-game traffic zones. Open up the init.txt and change the weighting on the "normal" zone from 2 to 1. This will basically double the effectiveness of all your pathfinding, but make high traffic zones meaningless.
That should not make a difference. A grid of cost 2 squares should behave the same way as a grid of cost 1 squares. Its the interaction between different costs that makes the difference. Such is theory, anyway, if you have done any testing then let us know.
It actually should make a difference. The heuristic function employed by the A* algorithm to determine the lowest possible cost to the destination from a given point has to use the lowest cost possible for each tile which is 1. This means that if every tile has a cost of 2, it will end up exploring areas that actually aren't very promising just because they could *possibly* connect to a high traffic zone to the destination. By setting the normal tile cost to 1 you avoid that extra overhead.
Even if you do use the zones, it may be better (framerate-wise) to swap the costs of normal and high-traffic zones. Then you can still designate highways: just paint "high-traffic" in the areas around the highways you don't want dwarves to go through.
No, it won't, not if every tile costs the same. Each tile's travel cost is 1*weight, where weight is set by the traffic zones and normal is weight 2, high is weight 1, etc. Giving normal a weight of 1 will just nullify the usefulness of high-traffic zones. The ratio of the weights for valid tile paths is what is important, not the absolute value of the weight of any given tile.
Picture a Y split where either path is equally valid to reach the destination but give one path a per tile weight 3 times that of the other be it 1:3, 2:6, or 333:999 it doesn't matter. The path with the lower weight will be preferred at a rate of 3 tiles to one tile of the path with the higher weight. Giving all paths the same weight(including the path to reach the Y) be it 1:1, 2:2: or 1000:1000 won't matter because there is no advantage for going with one
compared with another.
The only way an advantage could be achieved would be by picking weight numbers that either simplify the mathematics, and we don't really know enough to do that, or by using a little understanding and being smart about laying down high and low traffic zones. There is a fringe case where a really,
really,
REALLY long path(path length of over 16000 tiles minimum for normal weight of 2) might conceivably exceed the size of its container. Realistically we aren't going to see that kind of case(a long path in DF is a few hundred tiles), read up on how
int variables work if you are interested.