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Author Topic: Congested hallways  (Read 2447 times)

Brandstone

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Re: Congested hallways
« Reply #15 on: January 13, 2011, 11:28:13 am »

My hallways are two wide up/down staircases with each level's hallways vertically adjacent.

Sandrew

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Re: Congested hallways
« Reply #16 on: January 13, 2011, 11:33:11 am »

Three wide is more than enough for any sized fortress.
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FrisianDude

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Re: Congested hallways
« Reply #17 on: January 13, 2011, 12:22:18 pm »

I make my busy corridors 5-wide, less travelled ones 3-wide. I use 1-wide corridors only for exploration, in out-of-the-way places. Not sure if that helps or hurts my FPS.
Whoah, really? My busy ones (like to and from hospital and dining rooms) tend to be two or sometimes three, less busy ones (like between bed rooms) are mostly one. :o
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Schmlok

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Re: Congested hallways
« Reply #18 on: January 13, 2011, 12:22:58 pm »

I wonder if you could make two double hallways lined with high traffic, with periodic openings between the two with low, with doors on a flip-flop/alternating circuit to act as a divider/splitter

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It would probably just end up having them walk farther and bunch up in the switchovers
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Moosey

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Re: Congested hallways
« Reply #19 on: January 13, 2011, 12:39:12 pm »

Your dwarves, by ziggy-zagging like that, travel more than with a straight line. Moving 1 square in diagonal is longer, taking into account basic geometry (takes about 1.4x more time). I remember seeing an actual test for it in this forum.

That's true in real-world physics, but in DF physics I don't think it works that way.  In my experience, a character's speed from one square to an adjacent square is constant, diagonal or otherwise.  Heck, I think on a ramp you can move one square on all three axises in the same time.

That's still not a good corridor.  It is, at best, just as bad as a 1-tile wide straight corridor.
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Weirdsound

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Re: Congested hallways
« Reply #20 on: January 13, 2011, 01:31:01 pm »

Your dwarves, by ziggy-zagging like that, travel more than with a straight line. Moving 1 square in diagonal is longer, taking into account basic geometry (takes about 1.4x more time). I remember seeing an actual test for it in this forum.

That's true in real-world physics, but in DF physics I don't think it works that way.  In my experience, a character's speed from one square to an adjacent square is constant, diagonal or otherwise.  Heck, I think on a ramp you can move one square on all three axises in the same time.

That's still not a good corridor.  It is, at best, just as bad as a 1-tile wide straight corridor.

Why are there enemy archers in your corridor  :o

I had a good fortress going, but at one point I forgot to open the drawbridge after clearing out an ambush. When the next ambush came they were just archers so I pulled the lever and my closed drawbridge opened. The archers came inside and killed my military with bolts before I reach em and that fort crumbled.

I've taken your advise and opened up all the hallways except my entrance hall. The goblins still have to zig-zag through my traps to reach my bait animal instead of simply firing at it from safety. It also means that in theory my mechanics wont make Line of sight with the goblinite vein and will continue to fix and reload traps without fleeing. The only friendly that use the entrance are my hunters, NPC traders, and the GODAMN SUICIDAL CLOTHING STEALING IDIOTS who swarm out when a hunter gets ambushed.
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LealNightrunner

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Re: Congested hallways
« Reply #21 on: January 13, 2011, 01:38:29 pm »

With 3+ width hallways, it helps if you have the center area marked as high traffic, otherwise all the dwarves tend to glom onto one end of the hall depending on destination and effectively reduce the benefit of extra space to go around other dwarves
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