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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Game Development: Walls and Wine
Eh, 10 wrought to start. The ending corner stone costs 5 unless you built the gate first.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Winter
- Posts: 64
- Joined: Mon Jun 08, 2009 1:10 am
Re: Game Development: Walls and Wine
Gate in the middle of a wall, not a corner. = 2 cornerstones(5 Wrought each) and the gate(5 steel)sami1337 wrote:Eh, 10 wrought to start. The ending corner stone costs 5 unless you built the gate first.
Though I guess thats assuming you're capable of tearing part of the wall down.
Gate total = 10 wrought and 5 steel.
Fine I'll take this out T.T
Last edited by Winter on Sun Jul 12, 2009 7:51 pm, edited 1 time in total.
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Game Development: Walls and Wine
edit that griefer thing out and pm it to loftar or something..jesus.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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kobnach
- Posts: 671
- Joined: Wed Jun 10, 2009 5:04 am
Re: Game Development: Walls and Wine
I'm still confused. Is the happy/upset person in the image the wall owner, or some random griefer?Blaze wrote:Maybe a visual aid will help for ridge-wall building?
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kobnach
- Posts: 671
- Joined: Wed Jun 10, 2009 5:04 am
Re: Game Development: Walls and Wine
I am going to try it with fences, and hope the result is the same as palisades and brick walls. Meanwhile it seems to me there are several possible combinations.Blaze wrote:If the bridge is running parallel E/W of your wall, it can block the spaces directly north/south of it. But if the wall is running perpendicular to the ridge, (Ridge is going N/S and fence is going E/W), then there'll be a small space that someone can squeeze through.Malicus wrote:What, exactly, do you mean by this? Which way is the wall running, and which way is the ridge running? Is this with a wall running N/S and a ridge running E/W, or... what?
Note by the way that when I say "East-West" I mean horizontal on mini-map, diagonal with left side higher on play screen. When I say "North-South", I mean vertical on mini-map, diagonal with left side lower on play screen.
1) Ridge and wall both go east west, one square of overlap. I believe from what Blaze posted that this works. Works with fence, and having done it, I realize it's the same as case 5 below.
-------wall---
---ridge----
2) Ridge north-south. Wall East west, abuts into ridge. Blaze's pictures suggest to me this does not work. With fences, I could get a tight seal with shift placement, but not with normal placement, and heavens knows what would happen if the other end were anchored on another ridge. This does work without shift placement if you do this as you are approaching a corner of the ridge - where that north-south wall begins to curve so as to turn east-west. (I tested on a ridge with a north-west corner, building on the west (outer) side.)
|
r
i----wall---
d
g
e
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3) ridge north south. wall east-west, ridge runs into wall. Did not have a
suitable spot to test this.
---wall---
|
r
i
d
g
e
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4) ridge north-south, wall north-south, overlap (as (1)). This did work with fences, if building into a ridge-corner.
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r
i
d
g
e
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||
w
a
l
l
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5) Ridge east-west, wall north-south, wall abuts into ridge. Works with fences.
-----ridge----
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w
a
l
l
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6) Ridge east-west, wall north-south, ridge runs into wall
w
-----ridge---- a
l
l
7) any of the above with shift placement.
My question, of course, is which of these block people from entering?
[Edit - added results of tests conducted with cheap fences. Now realize I'm just repeating what Blaze said, but needed to try it to understand.]
[Edit - I see some of the pictures were "fixed" by the software, which does not display leading spaces. ]
Last edited by kobnach on Sun Jul 12, 2009 9:11 pm, edited 3 times in total.
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Malicus
- Posts: 333
- Joined: Sat May 30, 2009 5:01 am
Re: Game Development: Walls and Wine
I think you also need to take into account which way the ridge is facing.
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Game Development: Walls and Wine
I don't think shift placing a wall is smart. Only if you manage to exactly get the coordinates right. Imo Loftar needs to re-check the collision because it seems off on walls and palisades. Plus the main problem are the ridges.
I tried palisades on a ridge (in a T shape, horizontal being palisade) and it doesn't work.
I tried palisades on a ridge (in a T shape, horizontal being palisade) and it doesn't work.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Walls and Wine
How, exactly, does it seem off? I haven't noticed anything.sami1337 wrote:Imo Loftar needs to re-check the collision because it seems off on walls and palisades.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Laremere
- Posts: 736
- Joined: Fri May 29, 2009 9:02 pm
Re: Game Development: Walls and Wine
Well, even if their collision isn't off, ridges can be a real pain. We decided to just build around the ridge that would normally be perfectly fine for defense, instead of spending as much work trying to figure out a perfect seal. I think with the next map wipe should come with better to work with ridges.

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Raephire
- Posts: 648
- Joined: Wed Jun 10, 2009 3:34 pm
Re: Game Development: Walls and Wine
loftar wrote:How, exactly, does it seem off? I haven't noticed anything.sami1337 wrote:Imo Loftar needs to re-check the collision because it seems off on walls and palisades.
Working with ridges and the grid in the Isometric view can be difficult. It requires a great deal of guesswork. Personally I think it's part of the fun, others may not agree. Creating a popup grid of where things can be placed during construction could be a wise practice. Or make make buildable objects show up red or with a giant X over them if they cant be placed where you hold them over.
Would save everyone time. But this this on the lower spectrum of things needed to be done.