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Author Topic: More Exact Site Search.  (Read 572 times)

KaguroDraven

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More Exact Site Search.
« on: October 11, 2010, 10:20:45 am »

I suggest something rather simple, more choices for your site seach, like looking for a specifc ground layer, or layers. Perhaps choices for how many trees or vegitation in the area your looking for. The current search works very well, and does find alot. But sometimes it will find an area with everything you want, that's availible in it to choose from, that is a wasteland without any trees or vegitation, or has ground layers that are unfavorable to you, weither it be ones with too few resources or too many.
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jei

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Re: More Exact Site Search.
« Reply #1 on: October 11, 2010, 08:51:51 pm »

I suggest something rather simple, more choices for your site seach, like looking for a specifc ground layer, or layers. Perhaps choices for how many trees or vegitation in the area your looking for. The current search works very well, and does find alot. But sometimes it will find an area with everything you want, that's availible in it to choose from, that is a wasteland without any trees or vegitation, or has ground layers that are unfavorable to you, weither it be ones with too few resources or too many.
It doesn't find a lot. it finds the first match if any. No way to look for second matches.
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zilpin

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Re: More Exact Site Search.
« Reply #2 on: October 22, 2010, 12:07:58 pm »



Better yet, give more detailed information in the exported XML files.
It takes very little effort and time to dump region, geology, vein, site, civ, etc. information to XML.  User interfaces take a lot of effort in C/C++.

With verbose XML, the community can make whatever tools we like based on that information.

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