Greendogo

Fix Annoying Wall Placement Behavior

8 posts in this topic

When beginning wall placement it would be good to allow the player to begin placement in a "red zone", that is, allow the placement to begin in a location that a wall could not actually be placed, and then as the player moves the mouse to the end point the wall placement should begin at the first point between the potential end point and the beginning point placed in the "red zone".

As it is now, the wall placement requires too much time to begin, where the player is forced to carefully line up the beginning of their wall with the end of a "red zone" so as to ensure there is no leak through which a unit could pass through.

If there are two "red zones" (such as two non-passable cliffs) that a player would like to wall off, it would be nice to quickly click in the middle of one of these "red zones" and then click in the ending "red zone" and have the engine figure out where the wall is actually going to begin in the same way that it figures out where the wall should actually end.

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4 hours ago, Greendogo said:

When beginning wall placement it would be good to allow the player to begin placement in a "red zone", that is, allow the placement to begin in a location that a wall could not actually be placed, and then as the player moves the mouse to the end point the wall placement should begin at the first point between the potential end point and the beginning point placed in the "red zone".

As it is now, the wall placement requires too much time to begin, where the player is forced to carefully line up the beginning of their wall with the end of a "red zone" so as to ensure there is no leak through which a unit could pass through.

If there are two "red zones" (such as two non-passable cliffs) that a player would like to wall off, it would be nice to quickly click in the middle of one of these "red zones" and then click in the ending "red zone" and have the engine figure out where the wall is actually going to begin in the same way that it figures out where the wall should actually end.

I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?). 

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This problem is still not solved, it has been a long time. :wacko:

Edited by gameboy

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40 minutes ago, gameboy said:

This problem is still not solved, it has been a long time. :wacko:

Please don't post things like this (especially not in bold, underlined letters).

If you think there is some feature missing in 0 A.D. and you already mentioned it once, you have two options:

  1. Be patient and wait until someone implements it.
  2. Implement it yourself.

 

Just repeating that something should be implemented doesn't help anything. Furthermore it wastes precious time of the developers.

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    he always in same way.

     

    @gameboy we talk this before, if you cant implement something bring people to the projecto to help us.

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    Off topic: Will we ever see units being dynamic on walls? Like in Stronghold 2 if there were a lot of troops on a wall, and it gets hit by a trebuchet the troops will fly off and die? Or again in Stronghold 2 where you can move units around on the wall, and enemies can place ladders on the wall to make heir troops climb?

    On topic: Maybe we should have the hit boxes for cliffs larger so that if we build a wall between the two parts, soldiers are not going to be able to go on the sides of the wall.

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