Road block dismantling.
- Sol Lignum
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In reference to this http://www.lofigames.com/phpBB3/viewtop ... f=9&t=9860 topic, got a sudden idea.
As i understand, roads blockades of fallen trees or rocks are somewhat random, and appearing during the map generation? Correct me if i'm wrong.
But, if i'm not, how hard it would be to make those blocks deconstructable, in a same manner we have for buildings? Just thought it would be awesome to give player a choice: spend time to remove the blockade, or spend possibly more to get around it.
With number of people engaged in the process affecting dismantling speed, large parties would go through, and smaller groups would walk around.
Excuse me in advance if whole blockades thing is just a temporary bug... But it definitely could be a feature!
As i understand, roads blockades of fallen trees or rocks are somewhat random, and appearing during the map generation? Correct me if i'm wrong.
But, if i'm not, how hard it would be to make those blocks deconstructable, in a same manner we have for buildings? Just thought it would be awesome to give player a choice: spend time to remove the blockade, or spend possibly more to get around it.
With number of people engaged in the process affecting dismantling speed, large parties would go through, and smaller groups would walk around.
Excuse me in advance if whole blockades thing is just a temporary bug... But it definitely could be a feature!
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ezekhiel2517
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Could it be a bug? I´ve never seen anything like that. I´m playing v0.91.9 and I´ve wandered all around the map but never seen a blocked road like that
- Sol Lignum
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Maybe, but people are reporting about path-blocking trees, which i've seen myself, and also i've seen a road, blocked by a huge boulder. As i understand, those are just decorations with navmesh\collisions, and since decorations like trees and small stones, and other stuff are spawning randomly, they might as well spawn on a road, so maybe you were luckyezekhiel2517 wrote:Could it be a bug? I´ve never seen anything like that. I´m playing v0.91.9 and I´ve wandered all around the map but never seen a blocked road like that
P.S.: Specifically! One felled tree is just south-west of the Hub (i think it's been there for few imports now, so might be persistent) So if you take the western gate and keep moving by the road south, i think you'll stumble across it
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ezekhiel2517
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Ok then, of to The Hub it is! lads pick up your gear!Sol Lignum wrote:P.S.: Specifically! One felled tree is just south-west of the Hub (i think it's been there for few imports now, so might be persistent) So if you take the western gate and keep moving by the road south, i think you'll stumble across itezekhiel2517 wrote:Could it be a bug? I´ve never seen anything like that. I´m playing v0.91.9 and I´ve wandered all around the map but never seen a blocked road like that
At first what came to my mind was intentional road blockades, by road raiders (that would be cool too)
- Hatsune_Neko
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there are blocked paths all over. doesnt take long to find them either when your over by the Hub.
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ezekhiel2517
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Perhaps it is intended that way, you now like there is nobody left to take care of roads in this post apocalyptic worldHatsune_Neko wrote:there are blocked paths all over. doesnt take long to find them either when your over by the Hub.
- Hatsune_Neko
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that would make sense if Kenshi was a post apocalyptic world, which it is not.ezekhiel2517 wrote:Perhaps it is intended that way, you now like there is nobody left to take care of roads in this post apocalyptic world
the entire area around the bandit Kings tower, all gullies and canyons leading to the river are blocked but the Pathing AI still tries to path your people thru it.
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- Sol Lignum
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Rather bold statement. Clearly various hints and signs of past cataclysm are scattered all over the map, like corroded frames of some megastructures or those "engine-graveyards" where you can salvage some copper from ancient coilings. Plus restored technology like grain silo and ore drill, or other heavy machinery, is neighboring with something re-invented with principles of the new world, like... everything else from wells to various small lamps. Kenshi rather looks like a world that is long over with apocalypse consequences, and while by definition it's still post-apocalyptic, people are already settled and live in a new world with only few traces of old order left around. Like it's been 200-400 yars after cataclysm, and if one'd mention it in conversation he'd get a reply like: "Meh, it was over "x" centuries ago, who cares?".Hatsune_Neko wrote: that would make sense if Kenshi was a post apocalyptic world, which it is not. (...)
But i'd rather stop right here, or else topic will be derailed
Last edited by Sol Lignum on Fri Jun 03, 2016 9:55 am, edited 1 time in total.
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Berzerker Jay
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I think regardless of if they're intentional or not, or if they're meant to show that no one is taking care of the roads, if the player is building entire fortresses it's pretty conceivable that the player can remove a dead log from the middle of a roadway. In that respect, the player has the option to be the one taking care of the roads.
Thumbs up to this idea.
Thumbs up to this idea.
- Hatsune_Neko
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Not bold statement, statement of Fact from the Dev. he said Kenshi is not post apocalyptic. you can have ruins all over and not be in a post apocalyptic era. look anywhere on planet earth, we got ruins all over. yet we are not in a post apocalyptic era.Sol Lignum wrote:Rather bold statement. Clearly various hints and signs of past cataclysm are scattered all over the map, like corroded frames of some megastructures or those "engine-graveyards" where you can salvage some copper from ancient coilings. Plus restored technology like grain silo and ore drill, or other heavy machinery, is neighboring with something re-invented with principles of the new world, like... everything else from wells to various small lamps. Kenshi rather looks like a world that is long over with apocalypse consequences, and while by definition it's still post-apocalyptic, people are already settled and live in a new world with only few traces of old order left around. Like it's been 200-400 yars after cataclysm, and if one'd mention it in conversation he'd get a reply like: "Meh, it was over "x" centuries ago, who cares?".Hatsune_Neko wrote: that would make sense if Kenshi was a post apocalyptic world, which it is not. (...)
But i'd rather stop right here, or else topic will be derailed)
We also have ruins so big they block out pathing., middle east is full of them.
So in Kenshi it has the same thing but different. and we haven't even seen most the map yet. think how much fun it will be to find all those pathing problems.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
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- Sol Lignum
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I smell sarcasmHatsune_Neko wrote:(...) and we haven't even seen most the map yet. think how much fun it will be to find all those pathing problems.
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ezekhiel2517
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So I went down the Hub and looked at the south road. I found some fallen trees, they look like burned, or just dead. They look pretty cool. I haven´t found any standing tree in the middle of the road like in the picture above.
I agree with the road block removal by our squads option it shouldnt be that hard to chop down some trees.
On the post apocalyptic subject do you have a link to that interview with the dev? I´m interested on this matter and I´d like to learn more about Kenshi´s world
I must say this world totally strikes me as a post apocalyptic world, specially the fog zone with those building like structures, the big craters like if a massive bombing took place and the melted giant robots
I agree with the road block removal by our squads option it shouldnt be that hard to chop down some trees.
On the post apocalyptic subject do you have a link to that interview with the dev? I´m interested on this matter and I´d like to learn more about Kenshi´s world
I must say this world totally strikes me as a post apocalyptic world, specially the fog zone with those building like structures, the big craters like if a massive bombing took place and the melted giant robots
- Sol Lignum
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Standing tree in the middle of what looks like a road is only upper left of the picture in a mentioned tread. If you'll open the full pic, you'll see mountain path severaly blocked by felled treesezekhiel2517 wrote: (...) I haven´t found any standing tree in the middle of the road like in the picture above. (...)
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Berzerker Jay
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I had one game where a canyon was blocked completely on the way to Waystation. I could navigate around, but I ended up giving up on that playthrough because it made it a bit tedious. Especially since the pathing system continuously drove my characters right into the boulder.
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Berzerker Jay
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Abandoned play-throughs won't be as acceptable once the game is finished, so the ability to eventually dismantle these obstructions might be a good solution.
In the case of a massive boulder, maybe it has to be broken up and maybe that produces stone for harvest, too. It would take a long time, but eventually a more profitable trade route might be opened up.
In the case of a massive boulder, maybe it has to be broken up and maybe that produces stone for harvest, too. It would take a long time, but eventually a more profitable trade route might be opened up.
From what i understand, the rocks popping up all over the place is a bug.
As for the trees, could be an effect of how flora and trees are generated. An oversight, possibly that they happen to be generated in inconvenient places at times.
Normally i'd say rather than developing an ingame solution for players to get around a bug, to just fix the bug itself, but generated flora and trees is actually a neat thing that it would be a shame to be rid of it. Aside from placing an extra layer all over every inch of the map dictating where these trees can and cannot spawn, I'm not entirely sure it would be viable. Even if they did spend the time to do so, this wouldn't stop them from popping up in people's settlements in places like in front of someone's door or gate.
I actually like the idea of being able to dismantle trees. Take it a step further and add some kind of resource from doing so, and then rather than it just being "A solution to a complication", we now have foresting.
As for the trees, could be an effect of how flora and trees are generated. An oversight, possibly that they happen to be generated in inconvenient places at times.
Normally i'd say rather than developing an ingame solution for players to get around a bug, to just fix the bug itself, but generated flora and trees is actually a neat thing that it would be a shame to be rid of it. Aside from placing an extra layer all over every inch of the map dictating where these trees can and cannot spawn, I'm not entirely sure it would be viable. Even if they did spend the time to do so, this wouldn't stop them from popping up in people's settlements in places like in front of someone's door or gate.
I actually like the idea of being able to dismantle trees. Take it a step further and add some kind of resource from doing so, and then rather than it just being "A solution to a complication", we now have foresting.
The other option is to allow characters to just climb over them.
I mean really a tree down across a road will not slow most pedestrians. It would stop a car, but we don't have those.
I'm always confused by "3d" games at can't function in "3d". you can't climb over a log, you can't scale a wall, climb up a tree for safety or jump down a short incline. All buildings have only one entrance, and no windows. No ropes or outside ladders to reach rooftops.
A tree down in the road really should not stop someone from climbing over it. IMHO
I mean really a tree down across a road will not slow most pedestrians. It would stop a car, but we don't have those.
I'm always confused by "3d" games at can't function in "3d". you can't climb over a log, you can't scale a wall, climb up a tree for safety or jump down a short incline. All buildings have only one entrance, and no windows. No ropes or outside ladders to reach rooftops.
A tree down in the road really should not stop someone from climbing over it. IMHO
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LootedWhileAwake
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More entrances and windows along with climbing, scaling, and jumping would be really useful.swillo wrote:The other option is to allow characters to just climb over them.
I mean really a tree down across a road will not slow most pedestrians. It would stop a car, but we don't have those.
I'm always confused by "3d" games at can't function in "3d". you can't climb over a log, you can't scale a wall, climb up a tree for safety or jump down a short incline. All buildings have only one entrance, and no windows. No ropes or outside ladders to reach rooftops.
A tree down in the road really should not stop someone from climbing over it. IMHO
My current game is broken now since somehow trees and boulders got redistributed midgame and popped up all over my town I spent blood sweat and tears in. They are now blocking designated building space and destroyed all of my auto haul pathways. Would be nice if for now you could at least move/remove them with the shift+F12 editor (right now I somehow cant). For the future I would enjoy ingame interaction with them like cutting them down to harvest plantlings from living trees and just cutting down/removing fallen/dead trees or boulders (maybe for some stone). You could plant a plantling like a farm that needs water for a certain time until the tree can live on its own and trees should die if placed in the wrong environment.
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