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it was indeed Left. you can be sure by finding out which side of the map is the source and which is the sink.
naw ... removing ramps may remove some of the possible paths. I don't have any idea what algorithm Toady uses, so I've no idea whether it's effective.
note that it's a *lot* more work to get wagons through when you've got a forest that tight :)
I don't think the curves add significantly (exponentially) ... but just incrementally... but really, due to diagonal movement, i don't think it's different much incrementally either. If you want to see if it's z-axis, go remove all the ramps on the hillside to the top of your this z-level. If you remove access of your dwarves to the top, it should shortcut pathfinding considerably. :) alternatively, you could have a single stair to that level, which would still help significantly. IMHO.
yeah... i can see plenty of Mediterranean-like features... Sicily, the Nile, maybe the sahara. :)
I think i count 3 ocean vents :)
Tower caps can grow to "the tree line" ... which the wiki says is 110 units from the cliff face.
well... truly, his entrance is a mere 5 squares wide. As all the creatures spawn on the far west, they'll all happily, (and quickly) march down towards the traps. I lost several dwarves implementing these defenses for Laurion... but i believe it's well worth it :)
[Message edited on 2007/10/15 at 07:47 by vaevictus]
not really, it's just inspired, somewhat, by Steeltomb
what ... is that the dwarf aeronautics and space administration's control center?
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::shrug:: I guess I didn't need this space after all!