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It's a QoL thing but itd be nice to organize our list of building in some way. I.E. all woodcutters together, and all gatherers together, etc.
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It's already on my todo list as many people have mentioned that they would like this kind of thing.
I will allow to create custom tabs where currently is 'Buildings' title. You will be able to assign building type into any tab and only those will apear there.
Maybe I will have enought time on Sunday to implement that.
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with the research "urban planning" you should get an arrange button, but its not realy working for me (firefox)...
if i move a building it jumps to the end of the list and i cant move again.
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can we pls be able to upgrade huts into houses?
maybe it will be a good option? dunno,
also need some info on combining orchands etc: how many workers we need to process 100 size field etc
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Why in the world does every building take its own slot?
There should be one slot for, e.g., gatherers:
100 gatherers:
50 level 1 [Slider: 40 gathering resources <-----> 10 gathering food]
40 level 2 [Slider]
10 level 3 [Slider]
Something like this so it's not cluttered up with oodles of slots.
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> *Originally posted by **[collusion](/forums/1050506/topics/1836109?page=1#13165894)**:*
> Why in the world does every building take its own slot?
> There should be one slot for, e.g., gatherers:
>
> 100 gatherers:
> 50 level 1 [Slider: 40 gathering resources <-----> 10 gathering food]
> 40 level 2 [Slider]
> 10 level 3 [Slider]
>
> Something like this so it's not cluttered up with oodles of slots.
Hi collusion. I am working on a big world map & army update that will also limit available land what in turn will change gameplay a bit. It won't be possible/good to spam one type of buildings.
In this case such combining of buildings you described won't be needed.
It will also encourage players to research and upgrade to more efficient versions of buildings (more buildings will be added in future).
I also wish to keep buildings physicality by each one taking one slot. This way the game feels more like city builder and not incremental game where you don't really care about single units.
In the future I think there might be 'modes' that will include incremental playstyle but currently game engine is not designed to handle such big numbers of buildings.
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> *Originally posted by **[Xamer](/forums/1050506/topics/1836109?page=1#13166678)**:*
>
> Hi collusion. I am working on a big world map & army update that will also limit available land what in turn will change gameplay a bit. It won't be possible/good to spam one type of buildings.
> In this case such combining of buildings you described won't be needed.
> It will also encourage players to research and upgrade to more efficient versions of buildings (more buildings will be added in future).
>
> I also wish to keep buildings physicality by each one taking one slot. This way the game feels more like city builder and not incremental game where you don't really care about single units.
>
> In the future I think there might be 'modes' that will include incremental playstyle but currently game engine is not designed to handle such big numbers of buildings.
Hi Xamer,
Looking forward to the change in what is already quite a good game! I really enjoy the challenge. It took me quite a few tries to make my way through the first winter, but i finally feel like i'm on the right path :)
Good luck getting your creation to suit your vision!
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> *Originally posted by **[Xamer](/forums/1050506/topics/1836109?page=1#13166678)**:*
> I also wish to keep buildings physicality by each one taking one slot. This way the game feels more like city builder and not incremental game where you don't really care about single units.
Then by god make the building token smaller. There could be way more than 16 displayed at once and still have all informations visible.
Additionaly do away with the dropdown menues for the individual types.
There arent that many types that there couldnt have a small button for each so i can switch with a single click instead of 2.
You can also think about sorting the buildings differently even if its not the most logical thing.
The sea only has fishing and is basically empty. Put all the "unique" buildings in there. The market, the tavern, the smithy, the temple, the warehouses.
Or make a dedicated category for all the stuff that doenst need to be accessed ever.
We also need the option to autoslot new buildings right after the last building of its type. Pulling up every new workshop by hand gets tiresome after a while,
as does sorting fields.
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