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roads IMPLEMENTED
Posted: Tue Jan 02, 2018 9:52 pm
by godOfKings
Build able roads similar to the civilisation series concept
Workers can build at 2 turn cost, increases movement of any unit standing on this tile at the start of turn by 1, may be neutral structure that can b used by both ur units and enemy units, can only b built on grasslands and not forest tiles, cannot b destroyed, other structures cannot b built on tile with roads
Re: roads
Posted: Tue Jan 02, 2018 9:55 pm
by godOfKings
It will allow horses to move at 7 speeds, wagons to move at 6, but could backfire if the enemy pushes u behind the roads u built
Re: roads
Posted: Tue Jan 02, 2018 11:36 pm
by General Brave
So the idea.
Dirt roads
Turn build 2-3
Cannot be destroyed.
Increase Movement by 1.
Stone Road
Turn build 3-4
Can be destroyed.
Repair 1-2
Increase Movement by 2.
Just give me that road tile pieces and we can have a cobblestone road.
Re: roads
Posted: Wed Jan 03, 2018 9:19 am
by makazuwr32
i don't like idea of dirt roads.
Maybe keep only stone ones with increase of speed by 1.
Re: roads
Posted: Wed Jan 03, 2018 11:07 am
by godOfKings
Ya how can something heavy like wagon or chariot move along dirt roads without breaking the wheels
Re: roads
Posted: Wed Jan 03, 2018 12:59 pm
by Ayush Tiwari
Tried.I will make dirt road,if this is good for base.
Re: roads
Posted: Wed Jan 03, 2018 3:58 pm
by makazuwr32
i don't like idea of dirt roads because usually they are made just where people walked most of time.
For example shortcut though the park.
They can't be "built".
In Medieval Russia there were 3 types of "roads":
Trade routes between cities, dirt and wood (for bridges). they weren't built but they were just popular routes for people so they walked on that road.
Stone roads - main roads. they actually were built.
Rivers - best routes, and because most medieval cities were near them.
Also 1 more thing why i don't like idea of "roads" - roman units with drummers on stone roads will gain speed of 6 (!!!).
And normal units will have the speed of 5. but why infantry on roads must have speed of cavalry on grass?!
And because of i suggest to implement only 1 type of roads.
Re: roads
Posted: Wed Jan 03, 2018 4:32 pm
by General Brave
Well the dirt roads could be for look, like for map making. While the stone road is the one that you can build. And also that is a good for Roman units. This is for all types of unit except maybe catapults and ballistic and whatever shouldn't be moving that fast. Increase speed by one.
Re: roads
Posted: Wed Jan 03, 2018 4:34 pm
by General Brave
Ayush Tiwari wrote:Tried.I will make dirt road,if this is good for base.
Is that dirt or stone? It looks like mud that is worse than regular mud.
Re: roads
Posted: Wed Jan 03, 2018 4:36 pm
by General Brave
You should use my carpet Stone, just make it a bit crack and it probably fit will.
Re: roads
Posted: Wed Jan 03, 2018 4:50 pm
by godOfKings
My idea was just 1 speed, and it would apply all ground units except omnithppter, and workers would have to build them on the front lines before melee units could use the advantage as they would have to b ON the road tile at the start of turn, practically it would b more useful on large maps to bring soldiers quickly, or combined with wagons behind the front lines so they could reach much deeper into enemy lines while staying outside their range on previous turn
Re: roads
Posted: Wed Jan 03, 2018 4:57 pm
by godOfKings
And standing on road tile is quite risky against smart opponents who could clearly see u r planning something big next turn, and might foil it
Re: roads
Posted: Wed Jan 03, 2018 7:24 pm
by makazuwr32
That's more like the idea that is not so bad.
Re: roads
Posted: Thu Jan 04, 2018 4:29 am
by Ayush Tiwari
Stone road image is bit too dark,I will edit again.But if I use brown,it will look dirt,can I use Magnet blue for Stone Road or Grey?
Re: roads
Posted: Thu Jan 04, 2018 4:37 am
by General Brave
Blue? Isn't Stone Grey. Just look at some roads.
Re: roads
Posted: Thu Jan 04, 2018 7:01 am
by Ayush Tiwari
General Brave wrote:Blue? Isn't Stone Grey. Just look at some roads.
Yes.But I don't know how pixly says it Magnet blue,it looks almost in the stony grey
Re: roads
Posted: Thu Jan 04, 2018 9:03 am
by Sunrise Samurai
Instead of buildable roads (which would probably have to be made like bridges, and would give a static +1 speed to anything inside them. That means one road would allow "launching" to another carefully placed a little ways away with no roads in between.) Make road tiles for map editor and scale everything's movement cost on them to add the desired result. That makes a terrain feature that increases, rather than decreases, speed.
Re: roads
Posted: Thu Jan 04, 2018 9:30 am
by makazuwr32
I like this idea, Sun.
Re: roads
Posted: Thu Jan 04, 2018 4:39 pm
by godOfKings
There is already road tile in map editor, I thought about giving this the speed increase similar to desert tiles, and besides natural roads that were placed by the map maker the same way as bridges can b placed, there shall also b build able roads similar to bridges, I think the current dirt road for desert tiles and stone road for grassland is good enough
Re: roads
Posted: Thu Jan 04, 2018 4:40 pm
by godOfKings
The only difference to build able bridges I think is that any unit can enter this tile like a neutral town
Re: roads
Posted: Sat Jan 06, 2018 1:50 am
by General Brave
Enter? It's not a building.
Re: roads
Posted: Sat Jan 06, 2018 4:35 am
by Ayush Tiwari
Okay,it is a road.Can we destroy it?Or will it remain permanent unlike the bridge
Re: roads
Posted: Sat Jan 06, 2018 3:11 pm
by godOfKings
I wanted a permanent road that can b used both by ally and by enemy
Re: roads
Posted: Sat Jan 06, 2018 3:34 pm
by Ayush Tiwari
godOfKings wrote:I wanted a permanent road that can b used both by ally and by enemy
The effects will be only on allied units I hope.
And enemy unit get -1 speed on the road.
Re: roads
Posted: Sat Jan 06, 2018 4:44 pm
by General Brave
Enemy get take away speed, how does that even work? I would like it if it can be use by all.
Re: roads
Posted: Sun Jan 07, 2018 3:41 am
by Ayush Tiwari
General Brave wrote:Enemy get take away speed, how does that even work? I would like it if it can be use by all.
Just like in triggers,for suppose your unit has 4 speed and enemy unit has 5 speed.
Then,if we take a trigger,
Cond:Obj in area(obj.=your unit,area=road)
Effect:Obj.get 1 speed(it is counted as +1)obj=your unit
Cond:Obj. in area(obj.=enemy unit,area=road)
Effect:Obj change speed....to -1(we need to write -1 for deduction)
I think but we all know triggers so need for me to explain that.
And I think we all know this that Daniel uses Programming and not triggers

Re: roads
Posted: Sun Jan 07, 2018 6:08 am
by General Brave
I already know, but why would the road take away speed from my enemy. Shouldn't the road increase them too.
Re: roads
Posted: Sun Jan 07, 2018 6:17 am
by Ayush Tiwari
I know,but are things so real that we need evwrything as senseful.Cmon' just think why will someone survive after so many arrows.
Re: roads
Posted: Sun Jan 07, 2018 7:23 am
by General Brave
Then I think you should read some history, I seen worse. And also these are roads, why will they make the enemy slower, it should be a risk of building them. That may speed up your armies to frontline, but if you lose it. The enemy will use it to get to your town's faster.
Re: roads
Posted: Sun Jan 07, 2018 1:36 pm
by Ayush Tiwari
General Brave wrote:Then I think you should read some history, I seen worse. And also these are roads, why will they make the enemy slower, it should be a risk of building them. That may speed up your armies to frontline, but if you lose it. The enemy will use it to get to your town's faster.
Don't be a historian
ok,so what you mean is
BUILD IT AT YOUR OWN RISK!
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