Tree Sprouting vs Roads

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Tree Sprouting vs Roads

Postby Granger » Thu Jun 07, 2018 10:39 pm

CaddoPuma wrote:What would a rework look like? Would we still have to place milestones after the endpoints? Or would the paving itself serve as the milestones once the endpoint is built?

Here is my suggestion (be it with removing Teleportation or keeping it, would work in both cases) on how to change the mechanics so roads give the incentive to reuse existing ones (and make them useable for fast travel even when you can't access the endpoint).
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Re: Tree Sprouting vs Roads

Postby julian12it » Fri Jun 08, 2018 2:20 am

Can't really pave roads, you'll be destroying vines 24/7 trying to maintain the roads. I like the teleportation system of roads and crossroads and have been around ever since the beginning. Having people follow roads will kill the combat scene in my opinion. You'll just have people running in their bases or making pocket security locations across the world until their villagers can save them.
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Re: Tree Sprouting vs Roads

Postby itworkss » Fri Jun 08, 2018 4:50 am

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Re: Tree Sprouting vs Roads

Postby Thedrah » Fri Jun 08, 2018 12:24 pm

what if you made it a 3 tile wide path so the hearthling could move around obstacles. that way one stockpile wouldnt stop you but 3 stockpiles would
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Re: Tree Sprouting vs Roads

Postby Onep » Sat Jun 09, 2018 12:51 am

itworkss wrote:Image

You're autistic and you should feel bad.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Tree Sprouting vs Roads

Postby CorwinOfAmber » Sat Jun 09, 2018 7:34 pm

Onep wrote:
itworkss wrote:Image

You're autistic and you should feel bad.


Good to see the forum is still the same years later, thank you for this amazing addition to the conversation and your brilliant suggestions gentlemen.
Loftar wrote:
Right, I realized that the other day but apparently forgot it as quickly again. Thanks!

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And the game isn't dead, just on life support indefinitely
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Re: Tree Sprouting vs Roads

Postby ChildhoodObesity » Tue Jun 12, 2018 1:07 pm

NOOBY93 wrote:Easy - make trees teleportable through via roads

2 birds with one mineral

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Re: Tree Sprouting vs Roads

Postby CaddoPuma » Tue Jun 12, 2018 3:08 pm

julian12it wrote:Can't really pave road...

If I recall correctly, Itworkss' idea includes stopping vines from growing if both ends of the road have claimed signposts/milestones. If that were possible, and they did it, then the paving itself could serve as the "intermediary" signposts/milestones instead of having to erect intermediaries as we do now.
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Re: Tree Sprouting vs Roads

Postby DDDsDD999 » Tue Jun 12, 2018 5:11 pm

I'd like paved roads just to see the whole world paved tbh
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Re: Tree Sprouting vs Roads

Postby Attas » Wed Jun 13, 2018 5:09 am

Maybe paving roads wouldn't be a huge trouble if plowing forest tiles wasn't as energy-consuming as today. Some different plows (attach plow to an ox to automatically plow 3 tiles?) would really improve the current state of paved roads.

And also, make it so that walking on paved tiles, or teleporting across them, removes some of the vines, so that the least used roads get reclaimed by nature as it is IRL.
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