Building/Organization Improvements
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
I think it would help people to orient their buildings in a uniform manner if there were 45 degree adjustments that could be made, perhaps with the [ and ] keys. You would be able to quickly tap out adjustments to make new buildings that were at perfectly opposite facings to old structures.
It might be nice if there was an option to construct any building you had researched, for aesthetic reasons. If you could quickly hit + or - (when in build mode, so it wouldn't "select all") or something along those lines and switch from Well I II and III for example, you could construct any building you've researched later versions of if you so desired. If something like this was implemented, only the most advanced building of any type would need to be shown, which will help keep clutter in the build menu down.
I think that this next idea might be some trouble, but I imagine it would appeal to some people. If you could construct a Road type of structure out of stone that was a perfectly straight line, then people could orient their buildings on either side of it. Of course, if you can construct roads, people would want some curves so that they could lay out roads between their favorite trading locations.
Of course, roads could be far too difficult to implement and may not add anything to the game other than a minor aesthetic improvement. In that case, perhaps it may be easier to make some sort of grid when you're in build mode, so that you can easily see where to place the next building to make it line up well with others in your outposts. Bonus points if the grid is red where buildings can't be placed.
It might be nice if there was an option to construct any building you had researched, for aesthetic reasons. If you could quickly hit + or - (when in build mode, so it wouldn't "select all") or something along those lines and switch from Well I II and III for example, you could construct any building you've researched later versions of if you so desired. If something like this was implemented, only the most advanced building of any type would need to be shown, which will help keep clutter in the build menu down.
I think that this next idea might be some trouble, but I imagine it would appeal to some people. If you could construct a Road type of structure out of stone that was a perfectly straight line, then people could orient their buildings on either side of it. Of course, if you can construct roads, people would want some curves so that they could lay out roads between their favorite trading locations.
Of course, roads could be far too difficult to implement and may not add anything to the game other than a minor aesthetic improvement. In that case, perhaps it may be easier to make some sort of grid when you're in build mode, so that you can easily see where to place the next building to make it line up well with others in your outposts. Bonus points if the grid is red where buildings can't be placed.
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ZombieBear
- Posts: 11
- Joined: Sun Mar 24, 2013 5:48 pm
I like the idea of roads, especially if we can have vehicles added. Then we could even have rail lines and giant trains to ferry goods from one city to the next for trading purposes. But even without rail, some roads down to make vehicle travel faster/safer.
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
Vehicle travel isn't likely, but it isn't impossible that it would speed units up a bit, and pack animals are likely to be rather slow moving when they're implemented. Roads would be nice to have though, even if they were just slightly elevated dirt mounds with stone milestones on either end.
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Deathsteel
- Posts: 18
- Joined: Mon Apr 15, 2013 2:30 pm
Roads could make travel speed a bit faster considering what they are made of because treading through loose sand is probably tiring.Clawdius Talonious wrote:Vehicle travel isn't likely, but it isn't impossible that it would speed units up a bit, and pack animals are likely to be rather slow moving when they're implemented. Roads would be nice to have though, even if they were just slightly elevated dirt mounds with stone milestones on either end.
Oh heck yes on that snap-to-grid/orientation item. I thoroughly hate finding that I've oriented my building two pixels off from being able to orient my furniture "just right".
Regarding building earlier tech than your best I've been thinking a drop down menu on the build button, like is on the pre-game settings screen. Sexier and less wiki checking for interface features. It's for more than just aesthetic reasons, I'd like to drop a tier two smithing bench and just let a guy grind out ore made swords for revinue and skill. On top of that, I wouldn't mind seeing new settlements have that option. I don't need a power hog mega stone processor that takes three loads of mats by itself to knock out three buildings.
For roads maybe a semi-smart texture 'spray' in each grid tile, to help keep polys down. I'm seeing polys as being a huge problem in the very near future when trees and other eye candy models are being seriously tinkered with. If he keeps that high poly grass model things are gonna get ugly.
Edit: Upon further examination... I merely ASSumed the grass was high poly. Kudos to the artist. (I took a nasty performance hit with the last survivors start in that grass field). You get the idea however. /edit
Yeah just go with a removable Sims texture spray. I've thought myself into a knot on this and that just beats anything I was able to cook up.. For system resource efficiency, ease of use and implementation, just everything. It falls flat on some of the 3d terrain and other textures but it beats the heck out of asking the program to think for you, and actual 3d modeled roads for connectivty and poly issues. Let the player spray it out in a single layer or maybe a very short stack and then stack a few layers on to peel off while their guys build it. Or whatever the efficient method is these days. It doesn't help with your plan of using it to plumb your buildings but with snap to grid, it shouldn't matter. Have the spray be snappable if desired. It's not as pretty as your mound, but it does lend itself to other aesthetic functions. It could still allow improved speed as well.
Regarding building earlier tech than your best I've been thinking a drop down menu on the build button, like is on the pre-game settings screen. Sexier and less wiki checking for interface features. It's for more than just aesthetic reasons, I'd like to drop a tier two smithing bench and just let a guy grind out ore made swords for revinue and skill. On top of that, I wouldn't mind seeing new settlements have that option. I don't need a power hog mega stone processor that takes three loads of mats by itself to knock out three buildings.
For roads maybe a semi-smart texture 'spray' in each grid tile, to help keep polys down. I'm seeing polys as being a huge problem in the very near future when trees and other eye candy models are being seriously tinkered with. If he keeps that high poly grass model things are gonna get ugly.
Edit: Upon further examination... I merely ASSumed the grass was high poly. Kudos to the artist. (I took a nasty performance hit with the last survivors start in that grass field). You get the idea however. /edit
Yeah just go with a removable Sims texture spray. I've thought myself into a knot on this and that just beats anything I was able to cook up.. For system resource efficiency, ease of use and implementation, just everything. It falls flat on some of the 3d terrain and other textures but it beats the heck out of asking the program to think for you, and actual 3d modeled roads for connectivty and poly issues. Let the player spray it out in a single layer or maybe a very short stack and then stack a few layers on to peel off while their guys build it. Or whatever the efficient method is these days. It doesn't help with your plan of using it to plumb your buildings but with snap to grid, it shouldn't matter. Have the spray be snappable if desired. It's not as pretty as your mound, but it does lend itself to other aesthetic functions. It could still allow improved speed as well.
- Fat Pokemon
- Posts: 22
- Joined: Mon Apr 29, 2013 7:14 am
- Location: Australia, Victoria
First post here, and I have to say that I enjoy Kenshi so much that I wish to help it as much as I can.
While i was playing around with the building system in the game, I noticed that it was almost impossible to make a neat looking town. This is mainly because that when placing buildings there is no snap fitting or "set" turning options.
eg.. Holding shift while turning a building makes it turn in 90 degree angels. Holding alt turns it 45 degree angels.
Unless there already is a option for snap turning/fitting already in the game, could this be considered?
While i was playing around with the building system in the game, I noticed that it was almost impossible to make a neat looking town. This is mainly because that when placing buildings there is no snap fitting or "set" turning options.
eg.. Holding shift while turning a building makes it turn in 90 degree angels. Holding alt turns it 45 degree angels.
Unless there already is a option for snap turning/fitting already in the game, could this be considered?
- Fat Pokemon
- Posts: 22
- Joined: Mon Apr 29, 2013 7:14 am
- Location: Australia, Victoria
I mainly would just like to line up my builds to build a neat looking town. I hate having to "guess" it and making it look all wonky.
Other things I could recommend as well is when placing buildings, they always face a set direction (they seem to be set based on your camera's direction, which can cause all sorts of problems trying to rotate them into position effectively)
Other things I could recommend as well is when placing buildings, they always face a set direction (they seem to be set based on your camera's direction, which can cause all sorts of problems trying to rotate them into position effectively)
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
I went ahead and merged these posts, because they cover similar ideas.
Yes they do, and would be good either a 45º turn or a grid to help line the bulding, not always for "astetical" (beauty) i know is misspeled but at the moment i don t know the porper way to write it, but can also help to place some buildings properly and save space for more insie certain spaces.
It s Hbrown!! Gotta get some pies!
i think it would be awesome to have both the systems. Grid and strict-lines oriented and the "free placing mode" for enthusiasts. Specially, its a little annoying to place a research bench in the building and get stuck at the V upgrade 'cause it was a 1 mm mistake in placing. So for such structures it will be just great to see the future upgrades placing spaces (like at SimCity with the upgradeable buildings).
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Whaitiri420
- Posts: 1
- Joined: Sat Jan 18, 2014 8:25 am
OK, I have to weigh in on this one. I disagree.
Part of what makes Kenshi a good game for me is it's post-apocalyptic grittiness. Perfectly laid out cities are the result of intrusive bureaucracies and are the very antithesis of "post-apocalyptic grittiness".
Perfectly straight roads with perfectly squared houses are the work of surveyors. I cannot see the denizens of Kenshi caring enough about property lines to hire a surveyor to make sure their buildings are perfectly square. To me perfectly squared buildings would be totally inconsistent with the feel of Kenshi.
What I find interesting is how much buildings that are not squared bother you. By chance, did you grow up in a modern city where all the building ARE squared? I actually LIKE the fact that my town looks a little like amateurs slapped it together. It's kind of consistent with the effort I think people gnawing on survival bread and running from cannibals would put into it.
Part of what makes Kenshi a good game for me is it's post-apocalyptic grittiness. Perfectly laid out cities are the result of intrusive bureaucracies and are the very antithesis of "post-apocalyptic grittiness".
Perfectly straight roads with perfectly squared houses are the work of surveyors. I cannot see the denizens of Kenshi caring enough about property lines to hire a surveyor to make sure their buildings are perfectly square. To me perfectly squared buildings would be totally inconsistent with the feel of Kenshi.
What I find interesting is how much buildings that are not squared bother you. By chance, did you grow up in a modern city where all the building ARE squared? I actually LIKE the fact that my town looks a little like amateurs slapped it together. It's kind of consistent with the effort I think people gnawing on survival bread and running from cannibals would put into it.
- Hatsune_Neko
- Moderator
- Posts: 4086
- Joined: Sun Apr 21, 2013 9:59 am
- Location: Columbus, OH
Kenshi is not post-apocalyptic
Its an alternate World not of earth.
everyone gets that feeling cause right now Kenshi only has a desert environment biomass.
and i prefer the drop in place it has now.
Its an alternate World not of earth.
everyone gets that feeling cause right now Kenshi only has a desert environment biomass.
and i prefer the drop in place it has now.
Do you believe the sexes should be equal?
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
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Supposedsimps
- Posts: 4
- Joined: Fri Sep 12, 2014 7:31 am
personally the whole make is so building can be oriented can be done with a simple button that will orient your building directly north then we can use the 45 degree and 90 degree angle change to organise buildings the way people want without taking away the free form angle that peple also like in the game
and i imagine roads could be placed similar to walls as thats being impleneted and fixed becuase of bugs i imagine the same basic programming could be used just hange the effects
correct me if im wrong on any of this
and i imagine roads could be placed similar to walls as thats being impleneted and fixed becuase of bugs i imagine the same basic programming could be used just hange the effects
correct me if im wrong on any of this
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