Build over oil barrels
Build over oil barrels
A minor irritation, but an irritation nonetheless is when you are cue clicking your base structures and there is an oil barrel blocking a tile. You should be able to place a cued structure over the oil barrel because the trucks/engineer will get it when he reaches the area anyway...
Moving back instead of forward
Seems to me absurd
~
Metallica - Eye of the beholder
Seems to me absurd
~
Metallica - Eye of the beholder
Re: Build over oil barrels
I like this idea.
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- Shadow Wolf TJC
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Re: Build over oil barrels
+1 support from me as well.
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Re: Build over oil barrels
+9 To the idea.
It is even strange it was not dealth with a lon time ago already
It is even strange it was not dealth with a lon time ago already
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
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- theArmourer
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Re: Build over oil barrels
Far too difficult a commander to handle?
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Build over oil barrels
I was sleeping while posting the previous post, it may be ignored perfectly
Now I am looking at this and what the hell
Now I am looking at this and what the hell
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Build over oil barrels
awesome!Merowingg wrote:I was sleeping while posting the previous post, it may be ignored perfectly
Now I am looking at this and what the hell
Re: Build over oil barrels
This is definitely annoying.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: Build over oil barrels
Heh but seriously the thing is, I very often visit our forum by very fast dropping by, or when most of us would go sleeping.awesome!
I just do not have so much time recently.
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Build over oil barrels
obviously.
I suggest each building should have one or more mandatory propulsion type. And the construction placement should be using that.
I also suggest, because it's directly linked to make those passability check no more on an hardcore basis but based on the terrainmodifier stat file.
Supporting only 1 single function should be simpler anyway, and units know already about passage features.
For exemple :
A ship yard is a building with both naval and wheel mandatory propulsion type. It is on a viable spot if all it tile is either passable by wheel or naval and that it have at least one both naval and wheel passable tile under it or directly beside.
Same for a bridge tile I guess
Then, modders will also be able to define buildings on cliff, water or only on concrete tiles.
I suggest each building should have one or more mandatory propulsion type. And the construction placement should be using that.
I also suggest, because it's directly linked to make those passability check no more on an hardcore basis but based on the terrainmodifier stat file.
Supporting only 1 single function should be simpler anyway, and units know already about passage features.
For exemple :
A ship yard is a building with both naval and wheel mandatory propulsion type. It is on a viable spot if all it tile is either passable by wheel or naval and that it have at least one both naval and wheel passable tile under it or directly beside.
Same for a bridge tile I guess
Then, modders will also be able to define buildings on cliff, water or only on concrete tiles.
Heretic 2.3 improver and proud of it.
Re: Build over oil barrels
Iluvalar, can you explain it to me, I do not understand what do you meanI suggest each building should have one or more mandatory propulsion type. And the construction placement should be using that.
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Build over oil barrels
Iluvalar wrote: For exemple :
A ship yard is a building with both naval and wheel mandatory propulsion type. It is on a viable spot if all it tile is either passable by wheel or naval and that it have at least one both naval and wheel passable tile under it or directly beside.
Heretic 2.3 improver and proud of it.
Re: Build over oil barrels
So a building would need a propulsion type to be able to pick up oil barrels?
Why not just make "structure" "tower" and "bunker" propulsion types?
Why not just make "structure" "tower" and "bunker" propulsion types?
-insert deep philosophical statement here-
Re: Build over oil barrels
Lol, it wouldn't be able to take oil barel. But that oil barel is surely passable for moving units. I only suggest, while at fixing that barel problem, to use the very same function for all this.Jorzi wrote:So a building would need a propulsion type to be able to pick up oil barrels?
Why not just make "structure" "tower" and "bunker" propulsion types?
Sure a "structure" propulsion type sound great. Would get rid of the second table (structuremodifier.txt).
Heretic 2.3 improver and proud of it.