@Atrik I believe this problem is worthy of a dedicated issue with the attention of people more experienced than me.
Do you think we could get the current PR approved for the next release to allow us to play games without the problem ? At the moment I have it hard-coded to 200m but the distance could be configurable. Then when the larger issue is resolved we could remove that configuration option.
Thoughts ?
What about showing the foundation only to the owner (and maybe allies)? It should be just a plan before anyone comes close to it. This would also avoid the annoying destruction of foundations, unless this is on purpose because of some gameplay consideration. I think my proposal results in a more fluid gameplay.
So, just was building the game, and got this:
ERROR: Download of https://download.savannah.gnu.org/releases/freetype/freetype-2.13.3.tar.gz failed
ERROR: Failed to build freetype
I downloaded it from somewhere else, and I think it is past that now. Just was letting you guys know, for any other people
I agree in theory, but in practise, my walls do seem to get converted when slowly leaving my territory (yes, this means they become detached from my root, and you can then see that as the actual reason), that's what I meant with:
And my first observation was that I think this won't happen anymore with your fix.
A detail: there are exceptions to "they decay if not connected to a root", like garrisoned buildings, and docks (which don't even decay in enemy land).
And maybe it's not that the wall really leaves my territory, but that each block has it's own too small territory (in a way, this is what you fixed), and the enemy's land expansion makes each of these to detach from root, but still, that's a difference between what exactly happens in theory, and how it looks like in practise.
Sure. But I'm not sure if you understood my first observation (which I just clarified), and nothing has been said regarding my second one. The point being not what's actually happening, but how some other things (besides the "Barrack Hack") will behave differently.
@Atrik I edited some things to be more concise and clear, just in case you already read a previous version.