Politician Archive
Thread: ROADS! pavement, metal, cobblestone etc..
- What is a city without roads? Are there any plans to develop some way we as politician and city planners can lay down roads? pathways? anybody?
- Some way that we could have the ground fade from grass to road like in NPC cities..
- Even the photos of player city structures in the Advanced Guide on the official page shows roads and cobblestones underneath alot of them in their images.
* Ability to lay roads (obvious)
* Flatten land (Not just to recover unusable land in the city, but also for cosmetic purposes).
cknoos wrote:
The two things I wish for the most (and this includes all current bugs with cities) are:
* Ability to lay roads (obvious)
* Flatten land (Not just to recover unusable land in the city, but also for cosmetic purposes).
they said it's not going to happen... so I'm not going to ask again.
this makes roro cry
Pappi wrote:
cknoos wrote:
The two things I wish for the most (and this includes all current bugs with cities) are:
* Ability to lay roads (obvious)
* Flatten land (Not just to recover unusable land in the city, but also for cosmetic purposes).
they said it's not going to happen... so I'm not going to ask again.
Mystyrys wrote:Bridges. Over ravines and streams. Bridges connecting gardens creating pathways... *would die for this*Steps up to gardens can't be that much different than bridges, can they?
no bridges either. (from fanfest)
as for gardens, that would be a feature request, and we can (maybe eventaully) ask... but eh, I won't look forward to it being possible any time soon
PsychoticChipmunk wrote:Well if you feel a need to ever push an issue here's some ammor for that Pappi, factional bases flatten the ground around them. The one we have dropped has a nice little rise then flatness around it for relatively the no build zone the base takes up. It is sitting right across from another base and it did the same thing to the terrain. It's kinda funny actually since there is a noticeable lip up/down (depending on your outlook) between the two of them. The cloner we have right by them (middle and to the east a bit) has the ground come in through the door for all of 5 seconds when the computer has to regenerate the area due to the changes. Not that it really matters though since the regular ground looks more natural progessing the way it is supposed to then if there was a sudden lip up as soon as a large housing project started.
well, I would assume that it falls into the "camp" case.
the problem with flattening ground isn't so much because that they don't want to, but it'll be hell for your computer to process.
PsychoticChipmunk wrote:
Pappi is there any chance they could make new gardens or change the current ones to not have bigass white steps? I would love sooo much to have a Corellian simple path or, to a lesser extent,myCorellian arches on the ground instead of having to walk up some steps to walk along a path then walk down some steps. Seems sorta counterproductive. Doesn't really have to be for all of them but a couple just seem like they should have the ground come up to them/sink down to the grade.
If they do allow for that, an idea to have something sorta like roads would be rectangular gardens. I dunno maybe 2 grids wide by 5 or so long or 3 x 9 and decorated so it is more or less a road with a few plants, some fountains and benches etc. depending on the planet. That would be a great combo for our requests. New, nice lookin gardens and roads all wrapped into 1!
N00bHunter wrote:I think the best thing, and one that would be easy to for the devs, is just create a static terrain morphing for Cities.. so if you palce a structure in a city, the ground around it will smooth and become less 'raw'.. sort of like it is depicting how it would look in a maintained and refined area.when structures are placed close to one another thier morphed terrains merg, making it look like it all runs to gether. Paths and such could easily become a part of this morphing.Currely there is something like that in the game.. when you place a structure or a tent, or even some lairs.. the ground around them raises or lowers, and flattens to create a generaly realistic look, and the Flora and rocks and such, unless too large, are removed.I can see where bridges would be a issues, but I think they should be like any other Structure.. make it like a garden, put in the higher level Politician skills and then just go with it..Oh and the idea about natural looking gardens with out all the stepps and stuff.. i think that would be great, and if were in some way an automatic feature of the terrain morphing it would look natural and be easy for the server to deal with.
the devs mentioned that changing terrain simply can't be static because the numbers are set. when something like a house or a camp changes the terrrain, the changes are loaded and processed dynamically. the more "flatterning" happens, the harder is it for folks to load that area. that's why houses don't flatten the ground around it.
GM also mentioned that the leveling you get when you place a camp shouldn't really happened (not in the original design plan, I guess) but since noone said anything about it and it's temporary they left it in.
Well if you feel a need to ever push an issue here's some ammor for that Pappi, factional bases flatten the ground around them. The one we have dropped has a nice little rise then flatness around it for relatively the no build zone the base takes up. It is sitting right across from another base and it did the same thing to the terrain. It's kinda funny actually since there is a noticeable lip up/down (depending on your outlook) between the two of them. The cloner we have right by them (middle and to the east a bit) has the ground come in through the door for all of 5 seconds when the computer has to regenerate the area due to the changes. Not that it really matters though since the regular ground looks more natural progessing the way it is supposed to then if there was a sudden lip up as soon as a large housing project started.