Author Topic: Q & A  (Read 177155 times)

Offline x4000

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Re: Q & A
« Reply #150 on: September 28, 2011, 03:01:34 pm »
speaking of manual, i want the roads to be build-able manual.. for aesthetic reasons ;P

Right, and we definitely don't want people building them manually... for aesthetic reasons as well. ;)  Urbanization of these wilds is not something we want happening, hence the auto-constructed roads.
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Offline BobTheJanitor

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Re: Q & A
« Reply #151 on: September 28, 2011, 03:13:35 pm »
speaking of manual, i want the roads to be build-able manual.. for aesthetic reasons ;P

For some reason, this road network spells out "eRe4s3r is awesome!!!1" when viewed from the air. Future archaeologists will go mad trying to figure that one out.

Offline x4000

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Re: Q & A
« Reply #152 on: September 28, 2011, 03:16:28 pm »
speaking of manual, i want the roads to be build-able manual.. for aesthetic reasons ;P

For some reason, this road network spells out "eRe4s3r is awesome!!!1" when viewed from the air. Future archaeologists will go mad trying to figure that one out.

Yeah, in the settlements themselves you'll be able to build roads more directly, I think.  That we want to eventually look pretty built up.  It's just the world map that needs to stay... pretty wild. ;)
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Offline keith.lamothe

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Re: Q & A
« Reply #153 on: September 28, 2011, 03:20:38 pm »
Yea, ever since seeing the Civ games (before 5, seems they fixed it there with upkeep costs) with entire continents absolutely _strapped down_ by roads and railroads on _every single tile_...  I don't want that ;)
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Offline tigersfan

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Re: Q & A
« Reply #154 on: September 28, 2011, 03:23:39 pm »
Yea, ever since seeing the Civ games (before 5, seems they fixed it there with upkeep costs) with entire continents absolutely _strapped down_ by roads and railroads on _every single tile_...  I don't want that ;)

That was ugly, but, it is much better in 5. Too bad they took all the fun out of 5 as well. :-)

Offline BobTheJanitor

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Re: Q & A
« Reply #155 on: September 28, 2011, 03:34:36 pm »
Yea, ever since seeing the Civ games (before 5, seems they fixed it there with upkeep costs) with entire continents absolutely _strapped down_ by roads and railroads on _every single tile_...  I don't want that ;)

Ugly, but realistic. Just look at a highway or rail map of the U.S. some time. It looks... a lot like a Civ IV spaghetti of roads, really.

Offline keith.lamothe

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Re: Q & A
« Reply #156 on: September 28, 2011, 03:44:03 pm »
Yea, ever since seeing the Civ games (before 5, seems they fixed it there with upkeep costs) with entire continents absolutely _strapped down_ by roads and railroads on _every single tile_...  I don't want that ;)

Ugly, but realistic. Just look at a highway or rail map of the U.S. some time. It looks... a lot like a Civ IV spaghetti of roads, really.
Yea, but then look at a satellite map; how much percent of the land area is covered by those?  But in the "iconic" display it just dominates the landscape.

I'm fine with urbanized areas looking urban (and the ruined town areas kinda do, on the world map), but you're not going to really be buiding large (1000+ people) settlements or anything like that.
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Offline zebramatt

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Re: Q & A
« Reply #157 on: September 28, 2011, 03:54:02 pm »
I know the world is supposed to be all sorts of messed up and crazy, but is this intentional?
http://img192.imageshack.us/img192/9800/avwwcaveissue.jpg

My theory on AVWWs story:
Someone slipped The Doctor exotic space drugs and he went berserk. :D

Yes, that's intentional, although there will eventually be more of a forest background as well.

And to add to that: there's no way to ever get the same world twice.  The RNG isn't single-seeded.

Surely you could get the same world twice.  It would just be extraordinarily unlikely.

In the same sense of the Monkeys typing shakespeare... although millions of times less likely than that, honestly.

Millions of times less likely than that? Are you sure??

Pretty sure, yeah. 

...A lot of good stuff...

There's still hundreds of thousands of possible starts, so it's still unlikely, but once you start moving around more, that complexity literally compounds. :)

But you wouldn't need any monkeys!

Offline Dizzard

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Re: Q & A
« Reply #158 on: September 28, 2011, 03:57:52 pm »
What does the black line heading back from a wind tower to your settlement mean? I know the wind tower gets rid of the snow storm but I don't get what the black line is supposed to suggest. ???

Offline x4000

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Re: Q & A
« Reply #159 on: September 28, 2011, 03:59:51 pm »
What does the black line heading back from a wind tower to your settlement mean? I know the wind tower gets rid of the snow storm but I don't get what the black line is supposed to suggest. ???

That's a road.  It also provides lack of windstorms on each tile the road crosses.
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Offline orzelek

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Re: Q & A
« Reply #160 on: September 28, 2011, 04:27:37 pm »
I would like some option to manually build roads between things that did not connect automatically when some discovery/upgrade is made to make it possible. Right now different things are differently connected in my world and sometimes in quite silly way (road from windshelter leading into darkness).

Offline c4sc4

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Re: Q & A
« Reply #161 on: September 28, 2011, 04:29:51 pm »
I would like some option to manually build roads between things that did not connect automatically when some discovery/upgrade is made to make it possible. Right now different things are differently connected in my world and sometimes in quite silly way (road from windshelter leading into darkness).

If a road is leading into tiles that you cannot see yet, then that means that there is a settlement somewhere in those tiles that the windshelter is building roads too.

Offline zebramatt

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Re: Q & A
« Reply #162 on: September 28, 2011, 04:32:12 pm »
Q: Do you intend to (time permitting) allocate a portion of beta time for performance throttling; just deal with it as and when you come across areas which can be improved; or mostly sideline it for the foreseeable?

I ask because I wonder if there's any point me logging what will and won't run well on my spec.

Offline keith.lamothe

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Re: Q & A
« Reply #163 on: September 28, 2011, 04:32:49 pm »
Q: Do you intend to (time permitting) allocate a portion of beta time for performance throttling?
Chris and I are addicted to performance improvements, so I think it will happen whether we want it to or not ;)
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Offline zebramatt

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Re: Q & A
« Reply #164 on: September 28, 2011, 04:34:31 pm »
 :) Yes, I did rather notice.