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Roads...yeesh.

Roads...yeesh.

The road generation...leaves a bit to be desired.  Is there some reason (other than folks felt it was micromanagement) why we went away from units that could build roads, or being able to draw your own at a cost per tile?

What I consider to be major thoroughfares between cities is not what the computer considers to be major thoroughfares.

35,344 views 36 replies
Reply #26 Top

There are units that can build roads btw.

Reply #27 Top

Quoting Frogboy, reply 26
There are units that can build roads btw.

 

I'm going to lose sleep if you don't elaborate.  I should probably mention I work as an air traffic controller.  No pressure, though.

Reply #28 Top

@GFireflyE:  While I personally have absolutely no problem with the engineers build roads micro idea, I REALLY like the idea you put forward. It places emphasis on the fact that roads are tools that cities use to interact with their surroundings.

 

The current system is awful. Not sorta bland, not irritating. Awful.

 

Caravans Blocking Movement = Awful

Friendly Caravans should not block movement. ENEMY caravans shouldn't be able to move through your territory, period. Can you imagine if Iran put tanker trucks of their oil on US soil? We would snatch that up so fast their heads would spin.....

 

AI not choosing to use roads when it is way faster = Awful

Wasting three to four turns moving through woods or swamp when there is a road that would do the movement in one turn is really lame.

 

AI choosing to use roads when it is way slower = Awful.

Wasting three turns moving on a road when one turn across grassland would get you there is also lame.

 

Not being able to connect nearby cities with roads, leaving the only connection turns out of the way through another city = Awful.

Much like the above. Having to move three turns through a city on roads so you don't have to move three turns through forest when a road would make it one turn is very very poor.

 

 

In short, players need, NEED, at the very least to be able to dictate when roads are constructed (if at all), which general routes those roads take, and be able to destroy those roads if they no longer go anywhere useful.

Reply #29 Top

Quoting Bingjack, reply 27
I'm going to lose sleep if you don't elaborate. I should probably mention I work as an air traffic controller. No pressure, though.

I believe there are two champions that can build roads.

Reply #30 Top

Quoting DsRaider, reply 30

Quoting Bingjack, reply 27I'm going to lose sleep if you don't elaborate. I should probably mention I work as an air traffic controller. No pressure, though.

I believe there are two champions that can build roads.

 

Huh. Consider my mind blown.

 

Still, cant really count on getting those guys. I don't think I've ever even seen them.  :/  But it is a good indicator that maybe units like that could more easily become available in a future build.

Reply #31 Top

Quoting Malsqueek, reply 28
@GFireflyE:  While I personally have absolutely no problem with the engineers build roads micro idea, I REALLY like the idea you put forward. It places emphasis on the fact that roads are tools that cities use to interact with their surroundings.

 

The current system is awful. Not sorta bland, not irritating. Awful.

 

Thanks for the vote of confidence. I put a lot of thought into it. XD. My head huts....

However, Frogboy recently mentioned that there will be a unit that can build (and I assumed destroy) roads coming up ...

Kinda unfortunately, cause I really didn't like the road micromangement that the civ games always had. Stupid AI would build roads on every stinking tile. There should be penalty by doing that...

Anyways, Frogboy, if your listening in....check out the idea. Maybe it's worth something to you...maybe not...

I'm in it for the best TBS ever! XD

Reply #32 Top

Looks like this is somewhat addressed in 0.951

Reply #33 Top

Quoting Nasarog, reply 33
Looks like this is somewhat addressed in 0.951

Fallen Enchantress 0.951 Changelog

 

By on August 26, 2012 1:47:49 PM from Elemental Forums Elemental Forums

 

Features

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)

Reply #34 Top

Quoting Mhantra, reply 34

 

Fallen Enchantress 0.951 Changelog



Features

Added the Road Building unit design ability (Mancer only, Mancer Pioneer's start with it)

Added the Road Building champion ability (requires Path of the Governor)


 

 

That's cool, but I really want to see this as something available to everyone, regardless of race or the champions they have. At least make it an accessible early-mid game tech.

 

It's something unpleasant about the playability of game in general, in my opinion. There needs to be a *general* solution, not something that makes something in the game less painful *if* you play a certain race.  That seems to me like making only one race get mousover interface information.

Reply #35 Top


I was kinda hoping they wouldn't go this route. Having a road building unit is just going to encourage road-spamming.

'Road Segment' building would eliminate that as any two points (a point being a city or outpost you control) could only have one road, and you wouldn't have a choice in how it was built....only if it is built.

I have more details in my First FE Games thread...but bottom line is that I think it would be really nice if you could enchant the roads connected to your city via the essence mechanic that has been made available.

EDIT: oops. I forget how much I'm checking out these threads these day...I already posted my idea on the previous page. Don't want to sound pushy about the idea....just really think it would work well, all considering...

Reply #36 Top

  • Units of the same player will pass through one another in path finding rather than try to go around
  • Units will pass through friendly foreign player caravans.

 

Yay!