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Author Topic: Roads - Make them Constructions not Buildings.  (Read 1754 times)

Tubi2b

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Roads - Make them Constructions not Buildings.
« on: August 27, 2008, 09:38:51 pm »

The title basically says it. I think roads should be made constructions not bridges. I think they should be under the same category as floors, walls, etc. (constructions). The main reason for this is so that you could get rid of a road in squares rather than as a whole (like a bridge). When a road is being repaired/altered in real life, they dont remove all of the asphalt on the entire road and re-lay it; they just cut out a section and replace it.

This cant be done with roads being set as buildings; you would have to remove the entire road (I know its only ?x8 or so) but removing and re-laying it can be timestaking imo. You might be like 'Well you shouldnt have very many roads anyway' - but in fact my current fort is located entirely outside except for my storage areas; so I like to keep things organized with roads and the use of the traffic system.

Any complaints/criticisms to this? I was just playing and thought it would be a nice little change... Nothing major.. Im not gonna spam e-mails or anything if he doesnt do this heh.
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Rhenaya

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Re: Roads - Make them Constructions not Buildings.
« Reply #1 on: August 27, 2008, 10:34:00 pm »

think the problem is you dont need a whole stone for every tile. so how it would be determined how much of it you get out?
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Yourself

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Re: Roads - Make them Constructions not Buildings.
« Reply #2 on: August 27, 2008, 11:19:15 pm »

Quote
When a road is being repaired/altered in real life, they dont remove all of the asphalt on the entire road and re-lay it;

They pretty much do when they resurface the road.  You can't keep patching it one piece at a time forever.  Eventually you have to grind off the top layer and redo it.  But you're right that they don't do this all the time (since patching is obviously cheaper).
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Tubi2b

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Re: Roads - Make them Constructions not Buildings.
« Reply #3 on: August 27, 2008, 11:57:37 pm »

I suppose. I was mainly posting because I accidentally delete my road when I meant to remove a building near it. But then again.. if its a construction.. I wouldnt want to see all those blinking C's everywhere.
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Deathworks

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Re: Roads - Make them Constructions not Buildings.
« Reply #4 on: August 28, 2008, 07:21:40 am »

Hi!

Actually, I would like this quite a lot, but not because of the deconstruction.

The road for the caravan is always the weak spot in my trap-based defenses, so it takes some tricks to lure the attackers onto my traps. With the ability to place traps onto the road, those tricks would not be necessary any longer.

Deathworks
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Align

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Re: Roads - Make them Constructions not Buildings.
« Reply #5 on: August 28, 2008, 08:54:27 am »

when mass-designating floors went in I was expecting it to work exactly like roads (all built at once, using up an amount of material less than the total number of squares covered), rather than just placing a lot of 'build floor' designations, thus replacing roads
But I suppose roads and floors are different enough for it to be justified.
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Hyndis

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Re: Roads - Make them Constructions not Buildings.
« Reply #6 on: August 28, 2008, 12:01:59 pm »

You can use both roads and constructed floors for caravans to travel over. You can also build traps on top of a constructed floor, thus you should use both roads and floors together.

Roads serve the purpose of paving over large amounts of terrain with few resources used. Constructed floors use many more resources but you can do more with them. Its a simple trade-off.
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Align

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Re: Roads - Make them Constructions not Buildings.
« Reply #7 on: August 28, 2008, 01:59:43 pm »

Yeah. Hence justified.
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Deathworks

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Re: Roads - Make them Constructions not Buildings.
« Reply #8 on: August 29, 2008, 05:40:55 am »

Hi!

Actually, I was aware of the floor option when I commented.

The thing for me is the feeling of it. When I build a road network, those should be called "roads", especially if there is such a thing as a road entity available in the game. Otherwise, it feels somewhat improvised/rigged.

So, it is kind of something about minor flavoring for me.

Deathworks
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Granite26

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Re: Roads - Make them Constructions not Buildings.
« Reply #9 on: August 29, 2008, 08:29:38 am »

Plus eventual A.I. optimizations...

G-Flex

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Re: Roads - Make them Constructions not Buildings.
« Reply #10 on: September 01, 2008, 12:38:45 pm »

Roads serve the purpose of paving over large amounts of terrain with few resources used. Constructed floors use many more resources but you can do more with them. Its a simple trade-off.

But in DF terms, both are extremely thin. Also, long-lasting roads were hardly less sturdy than a simple floor; you need to build those pretty well. There's no trade-off involved. If you're going to build a lasting road, using 14th-century technology or otherwise, you're going to use at least as high an amount of resources as if you build a floor.

Personally, I don't see any reason why floors and roads need to be distinct in DF, at least on fortress mode maps. To me, *all* floors/roads should use less material than walls, for obvious reasons.
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Silverionmox

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Re: Roads - Make them Constructions not Buildings.
« Reply #11 on: September 01, 2008, 02:11:12 pm »

It is a road when it's outside and you mark it as a high traffic zone.
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Sharp

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Re: Roads - Make them Constructions not Buildings.
« Reply #12 on: September 01, 2008, 03:09:29 pm »

If you embark on a road its a construction not a building (a nice source of blocks/logs).

So perhaps the same should be when you build them, or simply just remove the roads designation and use the build floor instead so avoiding any building roads then deconstructing them tile by tile to get lots of resources.
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Idiom

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Re: Roads - Make them Constructions not Buildings.
« Reply #13 on: September 01, 2008, 04:02:16 pm »

Quote
If you embark on a road its a construction not a building
For the sake of consistency, yes your 'roads' should be constructions like everyone else's.
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