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Author Topic: Roads and rocks  (Read 895 times)

Elethiomel

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Roads and rocks
« on: August 13, 2006, 08:31:00 am »

When building a road you can choose, it seems, any number of rocks to build the road from. Does the number of rocks you select have any impact? Does the type of rocks you select have any impact? How many rocks can you select?
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Captain Mayday

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Re: Roads and rocks
« Reply #1 on: August 13, 2006, 08:33:00 am »

the number of rocks impacts how much road you can build in a single shot. I think there's an upper limit on how big you can make the road, so there's sort of a point where you don't want to use any more of it.
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Virtz

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Re: Roads and rocks
« Reply #2 on: August 13, 2006, 08:35:00 am »

The number of rocks you choose decides how big a segment you can make. Each rock gives 3 tiles of road.
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karnot

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Re: Roads and rocks
« Reply #3 on: August 13, 2006, 08:44:00 am »

quote:
 Does the type of rocks you select have any impact?

No, as long as its not Dirt.

quote:
How many rocks can you select?

3. Technically more, but its useless.

quote:
Each rock gives 3 tiles of road.

(3*number of stones)+1. So its ranging from 1 tile to 10.
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bbb

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Re: Roads and rocks
« Reply #4 on: August 13, 2006, 11:24:00 am »

for some reason, building roads right at the entrance to the caves seems a bit of a waste of time.

specifically trying to build a road connecting 1 outside entrance to another.. because of the rocky surfaces dotted around that can't be paved... and you sometimes end up having to build 1 tile of road at a time (bit of a waste of stone?)

some of the outest layer of rock can't be detailed (and thus fortified.. why?).. seems to be the darker ones.

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Toady One

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Re: Roads and rocks
« Reply #5 on: August 13, 2006, 11:29:00 am »

You can detail the stones (make them +) in order to incorporate them into the roads.

The darker portions of the outside cliff face are "half-dug", as an indication that they are incomplete (the cliff face is uneven).  If you shave these away, you can detail and fortify the complete walls behind them (unless those are passages already!)

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Beowulf

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Re: Roads and rocks
« Reply #6 on: August 13, 2006, 11:46:00 am »

Is the roads and merchant/caravan and trade depot documented in the in-game help?
I've reached summer and don't wanna miss out on new dwarves  (one of my starters died right at the beginning while hunting) and a trading opportunity.
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Toady One

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Re: Roads and rocks
« Reply #7 on: August 13, 2006, 11:53:00 am »

The in-game help on this topic seems...  sparse.

If you have a depot, the dwarf caravan will unload there.  They will come and wait for a depot even if you don't have one.

The humans will bring mules in the same way, but if you want their wagons, you need to have a road connected to the depot that you can slide a 3x3 block along to get into the depot without touching anything but road and *detailed* rock.  Don't worry about rocky holes in your road, you can detail them.  Chop down trees in the way before you place the road.  Bridges count as road.  You'll know that you are successful because the road will continue 3 wide off the left edge of the map.  If the road continues only 1 wide, it means it is connected, but not wide enough at some part.  The 3x3 block can only move NSEW, not diagonally.  Just having a straight 3 wide east-west road from the center of your depot should do it.  If your depot is indoors, detail all the floor up to the depot and make sure you can get a 3x3 through to it.

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Beowulf

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Re: Roads and rocks
« Reply #8 on: August 13, 2006, 12:04:00 pm »

Thank you that makes it clear.
That'll be a hell of a project..
I don't plan on building it with dirt because I read the road will get damaged in spring then.
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Aquillion

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Re: Roads and rocks
« Reply #9 on: August 13, 2006, 01:40:00 pm »

I think the road-building interface could stand to be improved a little...  it's something of a bother to have to go through and select all those rocks, manually make it long enough, place it repeatedly, etc.

Why not just have roads be placed via some sort of designation, like a stockpile or detailing?  The player could then use 'q' or 't' to select what types of rocks, woods, and blocks they want to allow to be used in that road.

...hrm, is there ever going to be a benefit for making a copper road?  A silver road?  A golden road?  I wonder if your fortress should attract more immigrants if its roads are literally paved with gold...

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Toady One

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Re: Roads and rocks
« Reply #10 on: August 13, 2006, 01:51:00 pm »

Road value does end up attracting more migrants and so on, but most fortresses end up maxing that out anyway.  You'll get your treasury type nobles faster with good architecture, but they are useless except for the bookkeeper -- there's a bloat to have the treasurer wander around and consolidate coin stacks.  If you've seen the economy start, you'll see how important this becomes.  There's also a special reason to have a valuable road later in the game.

There are probably a lot of buildings that could stand not having a particular item chosen until a dwarf tries to build it.  Things like most workshops, bridges, roads, etc.  The statues and so on you'd still want to place individually.  I guess you could still set what you want prior to placement, so that you don't have to [q] every building you place afterward.  So it would essentially involve a change to the placement interface, and the builder AI.  Seems reasonable.

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