Topic: Building plots
Archaon_Ever_Salty Topic Opener |
Posted at: 2024-12-13, 11:57
it would be nice if there was a different overlay that simply showed you the maximum plots on the map without you needing to capture the land first or to check if you have a large plot under one of your buildings you missed because it was a medium plot on your border and you put a tower on it to expand or something. the empire 3 mission made this lack of feature dreadfully apparent as i didn't even know they game has you build an outpost automatically as a quest on one of the 2 large plots on the starting island, and thats absolutely evil you won't even realize until you delete your roads there either. Top Quote |
SandJ |
Posted at: 2024-12-14, 13:58
+1 It frustrates me that one sometimes needs to demolish a medium or small building to check whether it is taking up or blocking a large plot. I can see the land so I should be able to know the underlying geography. Thinking... I can understand the game should not show land plots sizes outside the explored area, but should do so for land that is or has been visible. Perhaps use a coloured '?' for the plots near the limits of visibility where there has been insufficient exploration to be sure what the space is, instead of the coloured flag. Areas that have been explored but are not visible should still show the plot sizes because we have explored them so we do know the geography. When the fog of war is turned off in the game settings, then the plot size icons would be shown for the entire map from the start, since the entire map is visible. Not being able to determine the plot size of a piece of land we can see, without demolishing buildings, removing roads or wastefully clearing it of resources, 'feels' wrong. Suggestion... Implementation idea... Using the SPACE key for this would mean not require adding another keyboard shortcut to learn, and SPACE already means "Show me the flags" so feels like the right place for this function anyway. Upsides and Downsides... Edited: 2024-12-14, 14:09
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SandJ |
Posted at: Yesterday 09:20
That has got to be spam, or something worse. A new account, only one post, and it is to a web site where the domain was only registered 2 days ago. How do we flag posts or accounts for review / removal? @kaputtnik is that something you do? Edited: Yesterday 09:23
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kaputtnik |
Posted at: Yesterday 09:57
Which user
We have some automatic spam detection, but sometimes it fails. Cleaning the forum from such posts is done by some people… It is not needed, and also not wanted, to quote or answer such spam, because finding them will be a bit harder then. Thanks anyway for your hint Top Quote |
hessenfarmer |
Posted at: Yesterday 19:45
Thanks for being aware of such issues. In the future you might just write a PM to me, kapuutnik or Nordfriese to get such issues solved. Top Quote |
Ron_of_Nord |
Posted at: Today 04:39
Archaon_Ever_Salty wrote:
If I have understood this post correctly I think you have missed the point of expansion, which is to explore and eventually crush your enemy under your heel. Careful land management is just as needed as care resource/people management. Having a border that shows a medium building plot which in reality is actually a large one sometimes id frustrating, but the easy way to solve this is simple, Expand! even if you have to build a tower to do so, and you later need to dismantle it, the tower has already served its purpose by expanding your border thus giving you access to more building potential. As to seeing plots beyond your borders , what would be the meaning fog of war ? In the maps I have created, the only hint I often give is 'Explore,expand & conquer'. I find it the easiest way to find what you need. The aussies are coming, ya ho! ya ho! Top Quote |
SandJ |
Posted at: Today 09:56
tl;dr: To keep unknown lands unknown, and to hide the detail of distant lands that have been visited, but not hide its geography. You can be confident the hills and vales you have seen will always be there. The fog of war hides temporary data but could retain permanent information so you have limited but useful knowledge of the explored area beyond one's border. That is, you got a glimpse of the trees, foreign buildings and so on - which can no longer be relied upon - but the underlying geography will never change. One sends a scout ahead to see if there are potential ambush points, not to learn if there was an ambush when the scout visited the area. General: "So, what did you see?" Sorry for the long post. I could not think how else to describe it. Edited: Today 10:05
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