StefanP.MUC {l Wrote}:This bothered me already in DK1 and 2: You first have to order the imp to take down the walls, then wait until the tile is claimed and then order to build a room. It should be possible to just order building a room "on" a wall so that the imps take down the wall and directly claim the tile with the ordered room on it.
andrewbuck {l Wrote}:This is an intersting idea, so what you are saying is, by dragging out a room on a area that hasn't been dug out the game would automatically mark the tiles for digging and build the room when all the tiles have been claimed. Bodsda's comment about selecting too big of an area accidentally is valid, we could maybe make it so when you mark a room that would require additional work (like digging) the engine spawns a small CEGUI window asking if you really want this, if the room can be built immediately then it will not pop up the window, just builds the room.
It is a little tricky to implement since I would have to add a system to store the 'queue' of rooms needing work before they can be built but it shouldn't be too difficult.
-Buck
StefanP.MUC {l Wrote}:What I meant was this: if you build quarters and only select walls, but select too much walls, e.g. the bordering wall from your hatchery, then it gets hacked down and you suddenly don't have separated rooms anymore but "mixed" hatchery-quarters.
In DK2 I often ended with having loose rooms, because I accidently removed some walls to much (and imps are quick ).
That's why I think, the player should be able to build walls. But I agree that this shouldn't take overhand. This can easily be achieved: Only allow the keeper to build single-line walls that are not directly along another wall, so that only two connections to other walls are allowed: on both ends of the new wall.
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