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Topic: Unbuild buildings

jojojo

Topic Opener
Joined: 2009-10-16, 00:02
Posts: 6
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Pry about Widelands
Posted at: 2009-10-16, 00:41

Next idea: What about the possibility to unbuild a building instead of tearing it down. For example if you run out of stones, but still have some fortresses left. Wouldn't it be nice to get some stones back instead of having to give up / only use wooded buildings?


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QCS

Joined: 2009-12-29, 22:47
Posts: 256
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Tribe Member
Posted at: 2009-12-29, 23:17

Maybe we should have both ways.

  1. Destroy. Works just as now, Demolish everything, burning ruins, no leftovers.

  2. Dismantle. Takes twice as long as constructing. Recovers about 1/2 of the material needed for construction. Maybe we could decide for each building which goods to recover, based on the way the building is built, focusing more on the raw materials than on the refined goods.


CMake is evil.

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raistware

Joined: 2009-09-07, 17:31
Posts: 71
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Likes to be here
Posted at: 2010-01-04, 11:19

I like this, anyone is agains that?


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sigra

Joined: 2009-03-05, 19:02
Posts: 130
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At home in WL-forums
Location: Orsa
Posted at: 2010-01-04, 15:27

the feature request


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QCS

Joined: 2009-12-29, 22:47
Posts: 256
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Tribe Member
Posted at: 2010-01-04, 15:49

Thinking about that, I think that there should be a way to recover the filled input queues, as they are "just stored" and not modified in any way. Either by a button (empty storages), but we should make sure there's a way to block the building to recover everything just on the spot again, I believe "pausing" a building should work. Or by the "destruction sequence", so the stored goods are part of the salvage of the building.


CMake is evil.

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Spiceskull

Joined: 2009-02-24, 15:13
Posts: 49
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Pry about Widelands
Posted at: 2010-01-08, 11:24

I also think that unbuild would be a good idea ... it seems a pain to have to slash and burn all the time. So ...

I tinkered with the "Destroyed Building" config file ... allowing for a basic return of a trunk, a wood and a stone ... "Destroyed Building" applies to ALL buildings, so the return can't be dependant on the destroyed building.

It didn't work ... at least I haven't got it to work yet ... if I do I will let you know.


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