Roads over existing buildings
Posted: Wed Apr 21, 2021 4:23 pm
One of the things, that kept bothering me since introduction of road construction is lack of possibility to create roadwork over existing buildings.
I had one idea to add stone road placement on building upgrade, but that is not enough - what about all those towers then.
I already checked and it's possible to cast effect that places decoration on the end of effect lasting (I checked in game!).
My idea is to give Elite Worker or all workers ability three abilities - start road, start stone road, decrease roads lasting.
Potentially some roman units could be given this in addition, but working a little differently (slower maybe).
My questions:
1. How exactly balance timeout and number of turns, that is decreased on 3rd ability usage (e.g. 8 turns, -2 per usage for regular road or 30 turns,-10 on usage or 90 turns, -30 on usage etc.)? In other words how fast it should be build and how much impact should waiting time have.
2. What targets should be allowed and in which way?
I tested it, by creating new hidden category, so buildings were hand picked and by making effect target friendly units.
It could be casted on friendly units or by placing environmental (like group heal) and only then affecting targets in range (under icon). Should it affect like I plan factories, towers, gates, tcs + buildings with carry, including neutral and only excluding docks, forest buildings (to avoid removing it)?
Should such category be visible and if so how to name it (e.g. Road Usable)?
3. I don't see a way to block usage of start road ability once building already have it (or road under it). Should it be non- castable by AI or just given very low priority (e.g. 7 stone road, 5 regular road, 80 - construction). Or maybe some idea how to block it without code change?
4. Any more than 1x1 sized building would only have road placed on leftmost, bottom tile. Any idea to deal with it?
5. Which exact units should be assigned ability? Should it require any tech?
6. Anything I haven't thought about?
7. Should it be implemented despite problems or just left until engine would have more possibilities (probably a long wait, as stratego is busy with Unity migration)?
I had one idea to add stone road placement on building upgrade, but that is not enough - what about all those towers then.
I already checked and it's possible to cast effect that places decoration on the end of effect lasting (I checked in game!).
My idea is to give Elite Worker or all workers ability three abilities - start road, start stone road, decrease roads lasting.
Potentially some roman units could be given this in addition, but working a little differently (slower maybe).
My questions:
1. How exactly balance timeout and number of turns, that is decreased on 3rd ability usage (e.g. 8 turns, -2 per usage for regular road or 30 turns,-10 on usage or 90 turns, -30 on usage etc.)? In other words how fast it should be build and how much impact should waiting time have.
2. What targets should be allowed and in which way?
I tested it, by creating new hidden category, so buildings were hand picked and by making effect target friendly units.
It could be casted on friendly units or by placing environmental (like group heal) and only then affecting targets in range (under icon). Should it affect like I plan factories, towers, gates, tcs + buildings with carry, including neutral and only excluding docks, forest buildings (to avoid removing it)?
Should such category be visible and if so how to name it (e.g. Road Usable)?
3. I don't see a way to block usage of start road ability once building already have it (or road under it). Should it be non- castable by AI or just given very low priority (e.g. 7 stone road, 5 regular road, 80 - construction). Or maybe some idea how to block it without code change?
4. Any more than 1x1 sized building would only have road placed on leftmost, bottom tile. Any idea to deal with it?
5. Which exact units should be assigned ability? Should it require any tech?
6. Anything I haven't thought about?
7. Should it be implemented despite problems or just left until engine would have more possibilities (probably a long wait, as stratego is busy with Unity migration)?