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Author Topic: Neat flat fortress design ideas anyone?  (Read 3967 times)

dwarfhoplite

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Neat flat fortress design ideas anyone?
« on: January 30, 2011, 03:02:35 am »

I'm thinking of making 100year fort but I can't come up with seducing design. Anyone got any ideas preferably for flat fortress but can be multi level too
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thijser

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Re: Neat flat fortress design ideas anyone?
« Reply #1 on: January 30, 2011, 03:20:18 am »

What about beehive? Every room has a door to every surrounding room.

something like this :
----w
--d---d
w------w
d-------d
w------w
--d---d
---wdw

d=door
w=wall
-=whatever you want to have inside yoor room.
trust me it will look better if you build it in game and smooth the walls (especially if you have a graf set).
You could also size them up if you want each room to have a bit more space in each room (the biggest buildings are 5x5))
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dwarfhoplite

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Re: Neat flat fortress design ideas anyone?
« Reply #2 on: January 30, 2011, 03:39:13 am »

hmm thanks. i might use it
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Dorf3000

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Re: Neat flat fortress design ideas anyone?
« Reply #3 on: January 30, 2011, 06:33:59 am »

If you want a totally flat fortress, or nearly flat, then the best layout for pathfinding purposes would be a large open circle with workshops/rooms around the outer edge.  The 'entrance' could be a staircase in the middle leading to a very large labyrinth/trap gallery a couple of levels above.
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Brandstone

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Re: Neat flat fortress design ideas anyone?
« Reply #4 on: January 30, 2011, 11:54:06 am »

You could streamline the pathfinding for the honeycomb design by digging a mirror of it one z-level down with all up/down stairs, adding down stairs in each room, and designating the stair level as high traffic and the honeycombs as restricted traffic. You could even remove all the doors and have each room only connected via the stairs.

Itnetlolor

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Re: Neat flat fortress design ideas anyone?
« Reply #5 on: January 30, 2011, 02:37:07 pm »

What about beehive? Every room has a door to every surrounding room.

something like this :
----w
--d---d
w------w
d-------d
w------w
--d---d
---wdw

d=door
w=wall
-=whatever you want to have inside yoor room.
trust me it will look better if you build it in game and smooth the walls (especially if you have a graf set).
You could also size them up if you want each room to have a bit more space in each room (the biggest buildings are 5x5))
That honeycomb design would need to be a little tighter made regarding the doors however. That design/example renders the doors pointless.

However:
   █╬█
  ██ ██
 █╬   ╬█
██     ██
╬       ╬
██     ██
 █╬   ╬█
  ██ ██
   █╬█

This design may be more suitable to your needs as described.

EDIT:
I suppose a more proper hexagonal design would work better than a diamond.
« Last Edit: January 30, 2011, 07:31:11 pm by Itnetlolor »
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dwarfhoplite

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Re: Neat flat fortress design ideas anyone?
« Reply #6 on: January 30, 2011, 02:45:18 pm »

Yea i want it to be mostly flat so i can easily see what's happening
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Girlinhat

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Re: Neat flat fortress design ideas anyone?
« Reply #7 on: January 30, 2011, 02:49:20 pm »

I find it helpful to add hotkeys.  F1-F8 (or something) and then Shift+F# can be assigned to hotkeys, that will snap your view to a preset location.  I usually do F1 for topside walls, F2 for production room floor, F3 for barracks/noble housing/hospital (it's all grouped together) and then Shift-F1 for the first cavern, etc.  Makes it very easy to swap views across multiple Z levels and keep things within arm's reach.

Shoku

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Re: Neat flat fortress design ideas anyone?
« Reply #8 on: January 30, 2011, 02:54:21 pm »

If you want a totally flat fortress, or nearly flat, then the best layout for pathfinding purposes would be a large open circle with workshops/rooms around the outer edge.  The 'entrance' could be a staircase in the middle leading to a very large labyrinth/trap gallery a couple of levels above.
Having a maze close like that would undo any efficiency gained from the circle design. You'd have to count out the how many tiles they could have to seek from the stairs to get to something at the far edge of the perimeter rooms and then make sure your maze was further away than that, or wall it off.
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Girlinhat

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Re: Neat flat fortress design ideas anyone?
« Reply #9 on: January 30, 2011, 02:57:26 pm »

Doors help.  Connect them to a switch, and be able to selectively lock the maze entrance while unlocking the shortcut.  Any non building destroyer will be forced to path all the way through the maze once the locks swap over.  Of course, any building destroyer will simply bully through the maze, unless you get creative with bridges and channels.

Brandstone

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Re: Neat flat fortress design ideas anyone?
« Reply #10 on: January 31, 2011, 06:59:40 pm »

Okay, here are some Quickfort designs for the dual level hive design. They are designed for a 3x3 embark, just start from the corner of the map. http://dffd.wimbli.com/file.php?id=3746

Starver

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Re: Neat flat fortress design ideas anyone?
« Reply #11 on: January 31, 2011, 07:31:44 pm »

edited for several typos/grammos/thinkos.  Others may remain or have been introduced.

For my own curiosity, I decided to have a look at hexagonal designs.  It might need adjusting (first of all, for dimensions of the rooms, which are rather large, secondly for height:width ratios, because I did this in a text editor and it probably doesn't match the tilesets) but...

Code: [Select]
##           ###D###           ###D###           ##
 ##         ##     ##         ##     ##         ##
  D#       #D       D#       #D       D#       #D
   ##     ##         ##     ##         ##     ##
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  #D       D#       #D       D#       #D       D#
 ##         ##     ##         ##     ##         ##
##           ###D###           ###D###           ##
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  D#       #D       D#       #D       D#       #D
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  #D       D#       #D       D#       #D       D#
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  D#       #D       D#       #D       D#       #D
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  #D       D#       #D       D#       #D       D#
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  D#       #D       D#       #D       D#       #D
   ##     ##         ##     ##         ##     ##
    ###D###           ###D###           ###D###
   ##     ##         ##     ##         ##     ##
  #D       D#       #D       D#       #D       D#
 ##         ##     ##         ##     ##         ##
##           ###D###           ###D###           ##
Note that the doors on the sides following entirely along on one line can't be 'differentiated', but the idea was to alternate the indent/outdent of the doors, so that on any hex's sequence of side it's ("indoor", "outdoor")x3 as you go round. Insert: That way it's a consistently tileable pattern.

One alternative might be to have all doors adhering to an up/down preference, or a left/right one.  Another to have the central room set with all of one 'direction' of door on the direct routes away from the centre and all others being made to swing either clockwise or anti-/counter-clockwise.

Yeah, complicated.  Still, it'd be an interesting challenge.  Might do that myself.


(I'm afraid my usual structures are quite boring square or rectangles-in-square beings, so typically either 3x3 (3x3)rooms in a corridor-bordered block, 2x2 (5x5)rooms or 2x3 (5x3)rooms, the last of those three alternating the primary axis on consecutive  Z-levels (so as not to favour any one direction).  And those room-blocks (including walls/doorways betwixt and around them) would all fit within my usual 16-tile offset stairwells where my 3-wide corridors corridors cross (or central stairwells in a 3x3 staircase node).  I also these days like to send ramped routes down through the centre of the corridors to cut the 'corners' off so that diagonally-vertical travel can occur instead of having to tramp a length of corridor to/from a staircase on top of the stairwell navigation, which can be an art in itself.)
« Last Edit: February 01, 2011, 06:11:25 am by Starver »
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krenshala

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Re: Neat flat fortress design ideas anyone?
« Reply #12 on: January 31, 2011, 08:11:40 pm »

If you want a totally flat fortress, or nearly flat, then the best layout for pathfinding purposes would be a large open circle with workshops/rooms around the outer edge.  The 'entrance' could be a staircase in the middle leading to a very large labyrinth/trap gallery a couple of levels above.
Having a maze close like that would undo any efficiency gained from the circle design. You'd have to count out the how many tiles they could have to seek from the stairs to get to something at the far edge of the perimeter rooms and then make sure your maze was further away than that, or wall it off.
You could designate the closest tiles of the maze as Low Traffic.  That combined with marking appropriate areas as High Traffic should prevent that problem.
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NW_Kohaku

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Re: Neat flat fortress design ideas anyone?
« Reply #13 on: January 31, 2011, 08:24:05 pm »

Damn, I was going to use a hexagonal design for my next fortress, myself, but it seems like it's going to become a big fad, or something...

Well, I was going to do it 3d style, anyway, though, since I prefer a more vertical style than most, and besides that, years of strategy gaming has left me with enough of a love affair with hexagons that I might just go ahead with it, even if it because dirt common.
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abadidea

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Re: Neat flat fortress design ideas anyone?
« Reply #14 on: January 31, 2011, 08:52:32 pm »

Damn, I was going to use a hexagonal design for my next fortress, myself, but it seems like it's going to become a big fad, or something...

Well, I was going to do it 3d style, anyway, though, since I prefer a more vertical style than most, and besides that, years of strategy gaming has left me with enough of a love affair with hexagons that I might just go ahead with it, even if it because dirt common.

I make excessively vertical cloverleaf patterns, with four square rooms at a diagonal to each other per floor.

However I just wanted to note that some people think doors affect pathfinding FPS noticeably, so the design with six doors per room may... suffer in that regard. Sure looks cool though!
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