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Regarding fields and storage facilities


Eilat
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46 minutes ago, Thalatta said:

This would make a nice addition, to have soft chokepoints like mountain passes with snow, swamps, river crossings, etc.

And roads?

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20 minutes ago, Outis said:

And roads?

And roads. Roads indeed. Many roads. Foot paths, dirt trails, cart tracks, dirt roads, gravel roads, paved roads... We want all the roads.

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13 hours ago, wowgetoffyourcellphone said:

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DE has a lot of features and mechanics like this that I find very interesting, and I like it more every day.
Some of them I’d love to see in vanilla, or at least in a single-player or campaign context.

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But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe.

Prticularly when you need sto follwo a road as far as possible (how to force pathdiner to folow that road?) and at a certain point leave the road and go at your target. And what happens at crossings? I believe all this is easier said than done.

When this challenge solved, we can also introduce building/using/destroying bridges (but I am starting daydreaming again:wub:) I wish I would be any good at programming...

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Posted (edited)

DE has a lot of features and mechanics like this that I find very interesting, and I like it more every day.
Some of them I’d love to see in vanilla, or at least in a single-player or campaign context.

Edited by guerringuerrin
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Posted (edited)

DE has a lot of features and mechanics like this "Civic space aura" that I find very interesting, and I like it more every day.
Some of them I’d love to see in vanilla, or at least in a single-player or campaign context.

Edited by guerringuerrin
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34 minutes ago, Grautvornix said:

But.. roads need to be built and this will require a (flat) building you can walk on and follow - an issue for pathfinder, I believe.

I guess things could be introduced and for the time being not really work with pathfinding, but still be useful. Roads could work in such a way that if right clicked consecutively on different points (with Shift modifier pressed) then in those parts of the travel the selected units would follow the road and have pathfinding deactivated, which would activate when off-road again.

 

5 minutes ago, guerringuerrin said:

DE has a lot of features and mechanics like this "Civic space aura" that I find very interesting, and I like it more every day.

This adds a lot of interesting complexity, reminds me of Caesar III, where gardens and similar would make the area desirable, but other buildings would have the opposite effect (I guess most city-building games work similarly, but haven’t tried many). For example, beyond CC effects, most buildings could have a negative effect on agricultural yield, save the Farmstead, which could have the opposite effect (food storage places took into account many things for better food preservation), while dropsites could have an effect on unit production times (these activities are usually best kept away from population centers), among many other possible effects (Temples already heal, and Libraries improving research times was mentioned). Terrain could have effects not only on Fields but the Corral, with plains or mountains being better for cows and goats, respectively, or even fish if near a body of water (there are fish corrals, although they are structures on water). In fact, I’ve thought Britons could train their dogs there, having a dedicated Kennel just for that seems too much (and I doubt they had such a thing in the first place).

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12 hours ago, Thalatta said:

This adds a lot of interesting complexity, reminds me of Caesar III, where gardens and similar would make the area desirable, but other buildings would have the opposite effect (I guess most city-building games work similarly, but haven’t tried many).

I suggest to check this mod by @azayrahmadwhich has many such features.

 

 

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4 minutes ago, Outis said:

I suggest to check this mod by @azayrahmadwhich has many such features.

There are many quite interesting things there, like mixed effects that do make sense: "Market: -1 population cap within 20 m, +2 population cap within 60 m".

 

And of course it's funny to see the exact same observations being made over and over again:

On 08/08/2019 at 12:54 AM, azayrahmad said:

Civic center surrounded by farms, houses built in countryside as walls; these are strategically viable but not realistic nor historically accurate. This mod attempts to bring realism of city planning to 0AD

 

Then the mod adds lots of things (some of which don't make much sense to me), but my view is that vanilla should add the minimum necessary to make city layouts make some historical sense, and stop making some structures basically useless (palisades and walls), which should be achievable with a few intuitive auras.

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