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It takes 1 hour just to build a road on *one* cell, which is directly next to my home town... That's quite ridiculous, considering I've got all these distant towns I want to connect with roads. Is it possible to shorten the building time please - or to build one road across many cells (ie. one town to another), and that costs one hour? PS. Berserker can you let me know how the buttons work for moderating? I'm not sure how to reject a bug... or is that only something you can do?
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The roads are intended to connect your own towns once you will have more than one, so send troops and traders between them faster. You cannot build roads outside of your domain anyway. As for the rejecting bugs - press edit on the main post which contains bug description and you will be able to edit bug properties - status, etc.
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The roads are intended to connect your own towns once you will have more than one, so send troops and traders between them faster. You cannot build roads outside of your domain anyway. As for the rejecting bugs - press edit on the main post which contains bug description and you will be able to edit bug properties - status, etc.
Hmm, well then I think perhaps it needs a clearer explanation; that you can't build outside of your domain. That's confusing. - Thanks for the mod info. I've now rejected my own bug report ;)
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Also while I'm buildingĀ a road in the world I can't build in town? Bummer. Or probably I need one of those special tools, darn!
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The road increases movement speed of troops travelling over the cell with it, thus it is only usable on the world map, there is no point in making it inside town.
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I just meant that I should be able to build a road on the world map and then still be able to build something in my dwelling. Again I realize I need a special item to allow two buildings at once.
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Building road considered the same type of building operation just like any other regular building, thus the same rules apply.
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Building roads is a very clumsy operation. You send units from town to town trying to remember where exactly on the map is their route. Afterwards you try to hit the exact spot and you are not sure whether you succeeded - not untilĀ the construction is over and you send your units again. And then you realize that the route to go in one direction is different than the route to return - at least when there are no roads! Maybe I had missed something, but it seems to me that building roads is to a great extent a matter of guessing, luck and chance, more so the cursor is a big circle with splinters and you are not sure where exactly it is positioned. If this way of building roads is not intentional, isn't it possible to make it more comfortable - for example you can have a preliminary building operation like sending explorers first to trace the route and leave markers so afterwards there are no mistakes when you decide to build.
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There is no need to care that much about the routes. Your troops always try to choose the fastest way, therefore, it is quite possible that the route used to be preferred before becomes abandoned after some roads are constructed. For example, armies might prefer to go around a forest patch as it slows down movement, but once a road is built in that tile, the same tile becomes cheaper in terms of movement cost in comparison with plains without a road. So you can safely rely on common sense when planning roads - the less tiles (of the same cost) troops have to pass, the faster they will get to the destination, and they are smart enough to choose the shortest path of all available.
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Thanks for the advice - I'll try it with the next road, but still it is difficult to position the building cursor exactly where you want it, especially when towns are near and there are labels of the towns nearby and they hide parts of the map.
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