1. Make roads cost travel weariness
2. Make roads randomly stomp unpaved tiles between signposts as they are traversed, so a stomped trail would appear over time, the same event can remove vines.
3. Make stomped roads cost less travel weariness
4. Make paved roads cost even less travel weariness, heavily used roads will be easier to pave because they will be already stomped
Since vines will be created and removed randomly sometimes paving will decay. That would require people to periodically walk the road and check the condition of paving. Unmaintained but used roads will evolve towards dirt roads.
Loading maps is a problem. Possible solution is to count uses for each road globally and individually per map. Difference between two counters is the number of traverses that should be applied to a map when it is loaded. In other words for each road on the map, the map will remember what was the global counter value when it was recently updated.
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vatas
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Re: Tree Sprouting vs Roads
Could work if properly balanced, which would mean short trail within villages should give a fraction of percent. Maybe give roads their separate TW that regenerates faster?pppp wrote:1. Make roads cost travel weariness
This would be good.pppp wrote:2. Make roads randomly stomp unpaved tiles between signposts as they are traversed, so a stomped trail would appear over time, the same event can remove vines.
Would require the server to check the terrain of each tile with the road.pppp wrote:3. Make stomped roads cost less travel weariness
Previous point still stands but aside from technical challenges, this would be neat.pppp wrote:4. Make paved roads cost even less travel weariness, heavily used roads will be easier to pave because they will be already stomped
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Attas
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Re: Tree Sprouting vs Roads
Sorry if I'm being ignorant, but doesn't the server already check if there's a roadblock everytime a road is travelled? How would that be different?vatas wrote:Would require the server to check the terrain of each tile with the road.
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Granger
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Re: Tree Sprouting vs Roads
The server currently doesn't seem to fully check terrain (tile type) but only objects, deducted from being able to travel a trail over deep water without swimming. Having to iterate through all the tiles too might be a bit more costly CPU wise.Attas wrote:Sorry if I'm being ignorant, but doesn't the server already check if there's a roadblock everytime a road is travelled? How would that be different?vatas wrote:Would require the server to check the terrain of each tile with the road.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Tree Sprouting vs Roads
In fact it does, it just doesn't really do anything with it. The original intention was for roads to add travel weariness and so I prepared for that, but then we never got around to do that. Not entirely sure how to feel about that now with paving decay.Granger wrote:The server currently doesn't seem to fully check terrain (tile type)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Tree Sprouting vs Roads
Well, should the hard stuff already be in place.. why not add some small chance for a tile to turn stomped (or de-vined should it be paved) to test how that'll play out?
Will certainly be fun to hear the screaming of the ones who routed paths through their fields...
Will certainly be fun to hear the screaming of the ones who routed paths through their fields...
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Tree Sprouting vs Roads
Well, that's because some information is cached in cases where it is known not to change, so adding mutating operations per tile would indeed make it much more expensive.Granger wrote:Well, should the hard stuff already be in place.. why not add some small chance for a tile to turn stomped (or de-vined should it be paved) to test how that'll play out?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Tree Sprouting vs Roads
Cache the tile mutating operations and apply them in map unload? Rent a bigger server and don't care about more expensive?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020