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Re: Road's

Posted: Wed Oct 23, 2019 10:53 am
by Endru1241
So, terrain layer would be plains, hills, desert, snow, water, deep water.
Roads, bridges, forests and obstacles would be moved to decorations layer or left as it is in terrain layer and new decorations would be made?

Problems with bridge-like structures:
1. Ally cannot ever step on it.
2. Enemy cannot step on it - problem is partially solved by making it occupiable. Only enemies incapable of occupying still cannot step on it.
3. Allows access to all units (road allowing ships to go in).. Even if CanCarryThese is specified road still allows passage for units which cannot be carried.
4. Unit left after destroying carrier, which cannot normally go into terrain under it is stuck. Cannot even be deleted - only destroyed by enemy..
This is mitigated by "IS_CARRIED_DAMAGABLE" (but it's still true for ships inside siege workshop, nordic hall).
5. When IS_OCCUPIABLE is set it can be too much of a priority target by AI (not sure about that).
6. Blocks building units by workers (least important - many would say it should do that).

Hope I didn't forget anything.

Paved Roads

Posted: Mon Feb 17, 2020 9:23 pm
by TheRealZizmon
Paved roads would require 2 turns to build, and maybe only 1 with some additional research. They would double the movespeed of friendly units on the path. This is to let units that just finished production enter battle sooner and would also reduce the amount of time spent moving units (which is pretty boring). There could also be a limit of roads, maybe like 5 per TC? Roads could also be added into AoF for the humans, since they're technically supposed to have a technological advantage over the other races.

Re: Road's

Posted: Mon Feb 17, 2020 10:31 pm
by Endru1241
Merged.

I am an advocate for roads too, but we'll just do it properly (to work like terrain, not like building) after stratego codes "Some units can form terrain" from Needs, priorities - Which way would you like the roadmap?/Gameplay related