Roads and their milestones

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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jumping1
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Roads and their milestones

Post by jumping1 »

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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Sevenless
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Re: Roads and their milestones

Post by Sevenless »

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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loftar
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Re: Roads and their milestones

Post by loftar »

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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Granger
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Re: Roads and their milestones

Post by Granger »

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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
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Re: Roads and their milestones

Post by Sevenless »

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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Granger
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Re: Roads and their milestones

Post by Granger »

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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
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Re: Roads and their milestones

Post by Sevenless »

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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Granger
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Re: Roads and their milestones

Post by Granger »

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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
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Re: Roads and their milestones

Post by Sevenless »

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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