You can always fill the tile next to and below it up with soil until it goes away.SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make
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loftar
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Re: Game Development: Mulch Embankment
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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SnuggleSnail
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Re: Game Development: Mulch Embankment
That sounds fake to me, but I might be misremembering. Will test
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
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bumfrog
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Re: Game Development: Mulch Embankment
stop thinking about the obvious logical consequences of their shit-on-the-wall ideas, you’re embarassing them!SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make
Eternal Alpha (tm)!
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Zentetsuken
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Re: Game Development: Mulch Embankment
Not being a coder or game developer myself, it is fascinating to see all of the implementations that have been necessary to facilitate pushing forward with the primary development direction toward object-controlled-objects.
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Batguano
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Re: Game Development: Mulch Embankment
Need to clarify if world reset happens this year or not. Players can't spend a lot of valuable time on a world that could die next month. Devs you should inform us about that.
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bumfrog
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Re: Game Development: Mulch Embankment
First patch in literally months worth logging in for (to find the first few gamebreaking bugs) big ups to our gnomes
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Okocim
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Re: Game Development: Mulch Embankment
Pretty sure it's not actually that easy, btw can you build it next to water?loftar wrote:You can always fill the tile next to and below it up with soil until it goes away.SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make
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loftar
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Re: Game Development: Mulch Embankment
As far as I'm aware, it should be, but if you have some counter-example, please let me know.Okocim wrote:Pretty sure it's not actually that easy
It follows the general rules of landscaping otherwise, so as usual you can't raise or lower tiles right next to water.Okocim wrote:btw can you build it next to water?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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fairystyle
- Posts: 69
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Re: Game Development: Mulch Embankment
Totally cool update! Surprised by it
Though yes, creating cliffs will be meta in building village defence since raiders will need to dump ton of soil (leaving vandal scents btw) to push the ram forward
I've run into a trouble at a tile where two cliffs are getting connected, character can not fill that nod (marked with X)


Though yes, creating cliffs will be meta in building village defence since raiders will need to dump ton of soil (leaving vandal scents btw) to push the ram forward
I've run into a trouble at a tile where two cliffs are getting connected, character can not fill that nod (marked with X)


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loftar
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Re: Game Development: Mulch Embankment
I'd at least expect there to be more work involved in building said cliffs than in removing them, and to some extent, building earthen ramps as defense isn't entirely un-larpy. Will have to see exactly how it turns out, I guess, but still.fairystyle wrote:Though yes, creating cliffs will be meta in building village defence since raiders will need to dump ton of soil (leaving vandal scents btw) to push the ram forward
In what way can you not fill it, more exactly?fairystyle wrote:character can not fill that nod
"Object-oriented design is the roman numerals of computing." -- Rob Pike

