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Author Topic: Reworked unit spacing in locations  (Read 1016 times)

FantasticDorf

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Reworked unit spacing in locations
« on: May 19, 2019, 04:26:07 am »

Hello, to start ill quickly explain some math that i underdone recently with some examples to try and explain the problem id like to address with 'location' meeting zones and like the title suggests, the proposed solution to the issue.

Quote from: example
In the game two dwarves or *units* can fit every tile max before they cause a collision obstruction and fully block up the space, in a 1x10 (scaled down example below to save space to 1x5) up to 20 dwarves, very often the actual average of a early on fortress even when totalling a grand number like say 50 dwarves fufills its needs efficiently enough to not require replacement.

Dwarves can approach from the exterior (shown with arrows) and remain easily double stacked within the confined space meaning you will not have to replace this tavern until you are very late in the game with 120 - 200 dwarves with deprived needs due to only a 1/10'th of the population being able to visit this one site rather than a managable 1/5'th.

->X<-
->X<-
->X<-
->X<-
->X<-


A temple on the other hand that is 10x10 in the same logic (shown 5x5 for example purposes), is needed for the same steps. It can at maximum fit 200 dwarves, the entire population of a fortress, but in reality at most it can fit 150 dwarves 8/10'ths of the standard default before pathing problems appear and dwarves can't move through other inactive dwarves.

XXXXX
XXXXX
XXXXX
XXXXX

The likelyhood is that dwarves will be within the inside of the square dispersed in double stacking or milling about meditating in a state of inactivity, but 1 generalised site can fit many dwarves also making small temples that aren't similarly easy to access and double stack such as a 1x10 or 2x10 with no interior redundant

With the 2 per space rule in action for meeting zones, locations become less efficient the larger they are like the inner examples show, dwarves do not stand as frequently adjacent to each other and can cause unnessecary issues and computing power costly pathing traffic jams, it undermines the the performance system by making areas in actuality absurdly large for the floorspace they require to just do normal activities like dancing and performances.

Forced 1 space rule

The 1 space rule would ensure that all dwarves actively spread out in location zones conciously, reducing the floorspace of a 10x10 exactly to a 100 dwarves over the walkable floor surface and making designs like the 1x10 tavern unnesecary when it can only fit 1/20 or 10 dwarves of a total 200 population or a handful of visitors.

Benefits:
  • Large establishments that players build often like grandeur temples and taverns are not wasted, but instead become evenly populated to scale.
  • Taverns particularly because of NSEW rules discovered in the stress & psyche thread showing that dwarves dont like talking diagonally without atleast 1 partner in a cardinal direction would have people in a closely dense but evenly disperse location zone always improving their social attributes + relationships being able to talk to everyone.
  • Applied game-wide, in adventure mode it might help with navigating through very dense taverns which are often a slog of dwarven bodies very close together and made the CPU saving effects felt more noticable there.
Caveats:
  • Per average players would need to build more and larger areas to accomodate everybody before they are turned away, this is not explicitly a problem, though might require a touch more social and structural engineering to handle excess when visitors arrive to not have one empty tavern one place, and a full one elsewhere
  • Some exemption rules might need to be put in such as to permit dancers (and other units not taking part) to move through other people for the express purpose of the dance, that's a technical issue that will need to be overcome.
Bibliography:
 
« Last Edit: May 19, 2019, 04:42:28 am by FantasticDorf »
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