Roads and their milestones

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Roads and their milestones

Postby jumping1 » Fri Apr 21, 2017 4:38 pm

I really hate how if you use the follow function on a road, you will often path through the milestones/signposts (not on mine because I hate it) but if you were to travel along it, they will not waylay you. It makes the follow function feel a bit unloved to me.
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Re: Roads and their milestones

Postby Sevenless » Fri Apr 21, 2017 4:40 pm

If someone wants to make a road for walking down, it's up to them to design it as such. The game mechanics makes it easily possible.
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Re: Roads and their milestones

Postby loftar » Fri Apr 21, 2017 5:00 pm

The intention is actually that such roads waylay you. I did a cursory inspection of the code a while ago but couldn't immediately figure out why they don't. Haven't looked at it in-depth yet.
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Re: Roads and their milestones

Postby Granger » Fri Apr 21, 2017 5:19 pm

loftar wrote:The intention is actually that such roads waylay you. I did a cursory inspection of the code a while ago but couldn't immediately figure out why they don't. Haven't looked at it in-depth yet.

Obviously you ignore certain objects when checking if the path is clear... would be nice if that oversight would be fixed.
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Re: Roads and their milestones

Postby Sevenless » Fri Apr 21, 2017 5:36 pm

I remember thinking "Huh, I bet this ignores milestones so that you don't have to be on the correct side of the starting "travel" point in order to not get waylaid immediately". Without knowing the code at all, that'd be my first guess as to what causes it.

But without some kind of visual aid, it makes roadmaking more annoying in general right now to turn it off. And beyond that, "following" a road isn't ever really going to be a part of raiders hunting along roads because it's trivial to break a milestone and hook it up to a wooden signpost as far as I understand.
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Re: Roads and their milestones

Postby Granger » Fri Apr 21, 2017 10:35 pm

Sevenless wrote:I remember thinking "Huh, I bet this ignores milestones so that you don't have to be on the correct side of the starting "travel" point in order to not get waylaid immediately". Without knowing the code at all, that'd be my first guess as to what causes it.
Would be OK if it would ignore the milestone/roadsign, but it also ignores the nameless things you can extend from them.

But without some kind of visual aid, it makes roadmaking more annoying in general right now to turn it off. And beyond that, "following" a road isn't ever really going to be a part of raiders hunting along roads because it's trivial to break a milestone and hook it up to a wooden signpost as far as I understand.
There is a visual aid: the arrow when you place the extension.

Granted, with default camera this isn't working that great - so yes, extending should highlight the path from the navigation point of the last node to the navigation point (arrow location) of the extension you're about to place so you don't have to guesswork.
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Re: Roads and their milestones

Postby Sevenless » Sat Apr 22, 2017 5:17 am

Yeah, a line from the previous milestone to the next location you're currently holding was what I had in mind.
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Re: Roads and their milestones

Postby Granger » Sat Apr 22, 2017 6:46 am

Sevenless wrote:Yeah, a line from the previous milestone to the next location you're currently holding was what I had in mind.

A line between their navigation points, please, to make it easy to use.
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Re: Roads and their milestones

Postby Sevenless » Sat Apr 22, 2017 3:49 pm

Granger wrote:
Sevenless wrote:Yeah, a line from the previous milestone to the next location you're currently holding was what I had in mind.

A line between their navigation points, please, to make it easy to use.


Sorry, that's what I was thinking but not what I said lol.
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