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Build over oil barrels

Posted: 21 Feb 2013, 16:21
by Rommel
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...

Re: Build over oil barrels

Posted: 21 Feb 2013, 17:02
by aubergine
I like this idea.

Re: Build over oil barrels

Posted: 21 Feb 2013, 18:10
by Shadow Wolf TJC
+1 support from me as well.

Re: Build over oil barrels

Posted: 22 Feb 2013, 19:09
by Merowingg
+9 To the idea.

It is even strange it was not dealth with a lon time ago already :3

Re: Build over oil barrels

Posted: 05 Mar 2013, 06:20
by theArmourer
+1 So annoying.

Re: Build over oil barrels

Posted: 05 Mar 2013, 08:08
by Merowingg
Far too difficult a commander to handle? :hmm:

Re: Build over oil barrels

Posted: 06 Mar 2013, 01:17
by Merowingg
I was sleeping while posting the previous post, it may be ignored perfectly :3

Now I am looking at this and what the hell ;)

Re: Build over oil barrels

Posted: 06 Mar 2013, 02:31
by IgorBrehm
Merowingg wrote:I was sleeping while posting the previous post, it may be ignored perfectly :3

Now I am looking at this and what the hell ;)
:lol2: awesome!

Re: Build over oil barrels

Posted: 06 Mar 2013, 02:41
by effigy
This is definitely annoying.

Re: Build over oil barrels

Posted: 06 Mar 2013, 07:02
by Merowingg
:lol2: awesome!
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.

I just do not have so much time recently.

Re: Build over oil barrels

Posted: 06 Mar 2013, 07:06
by Iluvalar
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 :D

Then, modders will also be able to define buildings on cliff, water or only on concrete tiles.

Re: Build over oil barrels

Posted: 07 Mar 2013, 18:47
by Merowingg
I suggest each building should have one or more mandatory propulsion type. And the construction placement should be using that.
Iluvalar, can you explain it to me, I do not understand what do you mean :hmm:

Re: Build over oil barrels

Posted: 07 Mar 2013, 19:18
by Iluvalar
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.

Re: Build over oil barrels

Posted: 07 Mar 2013, 19:20
by Jorzi
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?

Re: Build over oil barrels

Posted: 08 Mar 2013, 07:45
by Iluvalar
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?
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.

Sure a "structure" propulsion type sound great. Would get rid of the second table (structuremodifier.txt).