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Author Topic: Anti-Burrow  (Read 5382 times)

k9wazere

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Re: Anti-Burrow
« Reply #30 on: June 10, 2014, 11:13:33 am »

Was going to suggest this and found it on search. WANT THIS!

I was also going to suggest this idea.

Anti-burrows: A burrow that by default prevents all dwarves from entering. Dwarves assigned to the burrow *can* enter, but can also leave. Ie, they can path through an anti-burrow, while others cannot.

Restricted zones and currently implemented burrows do not easily define areas which are "off limits". Burrows can but are not an elegent solution. Say you have a 5x5 area you want to make off-limits to all but five of your dwarves. With burrows you'd need to define a burrow which encompassed the whole map except that 5x5 region. You'd also need to add all dwarves bar those 5 to it, and keep adding during each migrant wave.

With an anti-burrow you'd add those five dwarves and that would be it. And the burrow would just be that 5x5 region.
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MeMyselfAndI

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Re: Anti-Burrow
« Reply #31 on: June 10, 2014, 01:16:03 pm »

Goes along with pathfinding improvements, I suppose.

Being able to say "No, no matter what, even if all other paths are blocked, do not go through my goblin grinder" would indeed be very useful.
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AltF4

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Re: Anti-Burrow
« Reply #32 on: June 29, 2014, 01:26:14 am »

Those can all be solved with normal burrows and/or restricted traffic areas.

Restricted traffic areas do not automatically keep dwarves out

As for trying to solve the problem with normal burrows, that would require that the player create an enormous burrow consisting of everything within the playfield, on every z-level, except for the relatively tiny (probably) area that they want to keep dwarves out of.

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The OP is right, antiburrows would be the most elegant solution to this issue.

Creating enormous burrows is not difficult. I do it regularly.  Minimally, I create a burrow for my fortress i.e what can be sealed off from invaders, a burrow for outside, and a burrow for the caverns. During invasions I limit civilians to fortress and caverns.  Similarly when a forgotten beast attacks I limit civilians to the fortress and outside.  Civilian alerts make using giant burrows a breeze.  Once in a while I will have to resize my fortess burrow to accommodate newly dug areas but that is rare, however, anti-burrows would need the same kind of maintenance.

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Xazo-Tak

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Re: Anti-Burrow
« Reply #33 on: July 01, 2014, 03:21:58 am »

Burrows only need to extent to areas of work, and I highly doubt you have 100 Z levels of workshops. Very highly doubt.
u elf
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Larix

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Re: Anti-Burrow
« Reply #34 on: July 01, 2014, 08:05:58 am »

There may be ways to make current burrows result in the effects described by "anti-burrows", but actually implementing the reverse burrow (as a "anyone who isn't explicitly allowed is _forbidden_ to go here" thing) would be much more accessible for many players, i'd think. Currently, i'm usually ignoring burrows entirely, because what i'd want is movement exclusion, which is only done by alert, not normal civilian burrows. I'd be much more interested if there was a "forbid this area" option that didn't include painting a multi-level burrows (which might need updating) and assigning dozens of people to it, and/or fiddling with mutliple alert settings.
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