Sounds tedious. Moreso than usual, anyways
dirt roads were nice because they were easier to make than stone roads
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Grog
- Posts: 2747
- Joined: Mon Feb 08, 2010 11:42 pm
- Location: Germany
Re: Things we miss...
that was my idea, too ^^DarkConvict wrote:I don't know how much extra processing/storage this would take but if player(s) walked over a certain tile enough times could this wear it down to barran land, much like the dirt tracks that exist today in the countryside, walkers paths.
Obviously if not used for x no of days the road would become overgrown with grass.
and of course - you have to be a little faster on that roads!
kinda "the settlers 3" ....
Favourite thread: viewtopic.php?f=9&t=3388
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Things we miss...
It was found that tile decay is terrible for the server in the last thread about it.DarkConvict wrote:I don't know how much extra processing/storage this would take but if player(s) walked over a certain tile enough times could this wear it down to barran land, much like the dirt tracks that exist today in the countryside, walkers paths.
Obviously if not used for x no of days the road would become overgrown with grass.
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DarkConvict
- Posts: 114
- Joined: Sun Feb 07, 2010 7:19 pm
Re: Things we miss...
Scratch that idea then, alas the communication overheads of client server games.
When you think about the amount of data they have to send back and forward it does make me wonder how it all works anyway
When you think about the amount of data they have to send back and forward it does make me wonder how it all works anyway