Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: pathfinding hell, and trap problems  (Read 438 times)

Drakis

  • Bay Watcher
    • View Profile
pathfinding hell, and trap problems
« on: May 15, 2008, 09:45:00 pm »

version 38C (latest)
so, this is my 4th attempt at a fortress, and i was finally doing well with this one.   but i got stuck with catitis after somehow an all-female cat party led to kittens (i killed the male cats off early before they got out of hand)

but anywho, after several failed attempts at getting things to work properly in places i finally got the place working well, got lots of good artifacts and such..

im just in the process of setting up a maze near the front that i can wait for the siegers to enter before locking them in and flooding, and in the mean time i have some stone fall traps set up at the entrance to the maze.

im getting spammed with unable to find path to the main entrance, even though ive traced the whole path and have no raised drawbridges or anything that would block the paths.     i also got heavy pathfinding spam when i set up my 20 level splatterpit, had guys standing on the stairs spamming hundreds of times that they couldnt find a path.

and finally, traps are starting to go off on the various pets in the fortress, killing them randomly, but only the traps that were just laid, not the ones that have been there since early in the game.


gah....    im having troubles uploading the save file to my geocities account it seems...   any other way i can post the file?

Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: pathfinding hell, and trap problems
« Reply #1 on: May 16, 2008, 12:41:00 am »

The Dwarf Fortress File Depot. http://dffd.wimbli.com/
Logged

Drakis

  • Bay Watcher
    • View Profile
Re: pathfinding hell, and trap problems
« Reply #2 on: May 17, 2008, 01:25:00 am »

ahh, thanks.       http://dffd.wimbli.com/file.php?id=173

theres the save if anyone wants to check it out...

warning though, it is VERY slow...    seldom over 15 fps on a 3ghz dual core...

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: pathfinding hell, and trap problems
« Reply #3 on: May 21, 2008, 10:17:00 pm »

I've downloaded it and I'll take a look at some point.  Is it going to be obvious when I start it which cancellations you're talking about?  Which jobs are going wrong?  Loading the stone traps?

[ May 21, 2008: Message edited by: Toady One ]

Logged
The Toad, a Natural Resource:  Preserve yours today!

Drakis

  • Bay Watcher
    • View Profile
Re: pathfinding hell, and trap problems
« Reply #4 on: May 27, 2008, 09:28:00 pm »

the cancelations are pitting animals from the spot just under the moat, and for some reason they guys down below in the living area cant find a path up to the front door to reload the stone fall traps, they spam couldnt find path.


i do have some ramps on the map, but they are not inside my fortress, they are out in the wilderness and i made them for the caravans to get to my fort easier rather than the long windy route it started with.

Logged