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Spike am 15.11.2014 16:29 #13020

Im Ruhestand
The "Paved Roads" addon has been discussed a lot. Since there is also some GFX work done I decided to open a
seperated thread so everything could be posted here.


Those are all versions we tried, the last version will be used (for now).


http://picload.org/image/cogowlp/road8_1e1obl.png

And this is how those roads look ingame. Means for now, there is nothing implemented to the game yet but some GFX
done.

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Quorzom am 15.11.2014 16:57 #13021


Nice to see some progress on at least one of the proposed addons. I think the roads look great this way, they resemble "real" Roman paved roads.

Okay now it is question time :D

What will be the benefit of using paved roads in the future?
Something like a 2nd serf/donkey or just faster movement?
Will they be upgradeable for free or are you planning to use stones in order to upgrade them?


Krugslayer am 15.11.2014 17:23 #13022


Perfect paved roads :)
About benefit: I think moving faster is a logical choice.


Spike am 15.11.2014 18:25 #13025

Im Ruhestand



Building-Shield graphic.

EDIT: I like those Icons for the building menu:

normal > donkey

donkey > paved

interrupt upgrade/downgrade paved road

EDIT2: Some more versions for dokey > paved



Regarding how those roads should work:
What is teir benefit?
In my opinion, it'd be an good idea to increase overall moevementspeed by 10% on
those roads (guess thats what most people expect). However I like the idea of just
eliminating movementspeed decrease when carriers move upwards (hills).

How can they be built?
In my opinion there are 3 tiers of roads:
Tier 1: Normal road, 1 carrier
Tier 2: Road with 1 carrier and one donkey
Tier 3: Road with 1 carrier, 1 donkey + bonus

You have to build a Tier 1 road before you can build a Tier 2 road so I personally
like the idea that you first have to upgrade to Tier 2 and then Tier 3. Means when
playing without manually upgrading roads those paved roads are really "time
expensive" you have to wait until a road is considered donkey road and then you can
upgrade that road.

Costs?
Since I really like to have paved roads, they shouldn't be that expensive. The
inexhaustible granite mines addon is helpfull but if you have to enable that addon
in order for to play with paved roads, something went wrong. So for 2 road segments
(means shortest road possible) you should need 1 stone, means for 3 segments, you
need 2 stones, for 4 also 2 stones etc. So travelling 1 node is effectly 1/2 stone.

Building?
Should be like upgrading roads - when you click on a road segment you get a menu to
either dig that road up, upgrade donkey road or if it is a donkey road you should be
able to upgrade it to an paved road.
Although you should have an option to interrupt an upgrade.

How are they built?
Well, thats quite hard. We already discussed a lot - So in my opinion there should
be taken 1 node of the road where next to the builder "waits" (like he doesn't have
enough resources for building). Both flags act as "building" flags. Means stones can
be brought to both. Now carriers just carry stone to those flags - they are placed
at the point where the builder is waiting. When all stones finally have arrived -
the road is closed, means everybode currently on that road can finish his way but
nobody can travel on that road while building. Flags may act like fighting soldiers.
Also while that road is under construction, we may place shields at the
beginning/end of that road.
When the road is finished, it can be used by everybody again.

EDIT3: Maybe instead of those shields we should use a settler graphic blocking the road - without that explosion


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Editiert von Spike am 16.11.2014 18:42

qUiXui am 16.11.2014 16:15 #13028


poor lemming :(


Krugslayer am 16.11.2014 17:47 #13029


Zitat:
In my opinion, it'd be an good idea to increase overall moevementspeed by 10% on
those roads (guess thats what most people expect). However I like the idea of just
elimination movementspeed decrease when carriers move upwards (hills).

I like both ideas - I mean that paved roads should do both ;)

Zitat:
Should be like upgrading roads - when you click on a road segment you get a menu to
either dig that road up, upgrade donkey road or if it is a donkey road you should be
able to upgrade it to an paved road.
Although you should have an option to interrupt an upgrade.

Yes, while 'donkey road' is an automatic update, I think the 'paved road' update shouldn't be. It should be only manual, because sometimes you may not have enough stones or you may completely run out of stones because of automatic update. I'm curious about one thing... what about dismantling the paved road? Let's suppose that you build many paved roads and you suddenly run out of stones. You may like to get these stones back from roads.

Zitat:
EDIT3: Maybe instead of those shields we should use a settler graphic blocking the road - without that explosion

Haha :D

Editiert von Krugslayer am 16.11.2014 17:50

~Gast am 01.04.2015 03:59 #13412


Any progress on this?


RM1985 am 13.06.2015 17:36 #13549


Like the idea, but here a few questions/suggestions, so called "suquestions":

  • Do you mean with the different tiers of the road, that you'll be able to choose, who's gonna work on it? But when the paved road is an upgrade to the donkey road, shouldn't there be one carrier AND one donkey on the road, like before? OR you should be able to choose, who works on the donkey road, too. Cause the carrier can also walk faster on this, right? And what would be the bonus on stage 3? Like another carrier?

  • Wouldn't it be more logical, if the road cost 1 Stone per section, so that the shortest possible road would cost 2 stones? So, 3 sections would cost 3 stones, not 4. Cause otherwise you had same costs for 3 segments as well as for 4, also for 5 and 6 ; 7 and 8;...

  • One Suggestion on the building of the paved road: Maybe the road should be closed, as soon as the construction begins (when you click "upgrade"), not just when the builder starts working

That's all for now, but I'll be back!

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S2-Freak auf dem Weg zum Titelträger


Krugslayer am 20.06.2015 19:58 #13561


What's up Spike? Any progress with Paved Roads or other ideas? Cheers.


Spike am 21.06.2015 13:21 #13562

Im Ruhestand
This isn't my project, you may ask quixui ;)

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