Building Destruction

General out-of-character discussion among players of Cantr II.

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sherman
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Re: Building Destruction

Postby sherman » Sun Aug 11, 2013 6:04 am

So how about repairing? Lets say stone building has inside 10 people and there is one attacker who is destroying building.Should they be able to prevent that somehow? Even if there is one dude he/she should be possible to atleast slowdown project. (Hmm.. pretty much like siege ... )
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Bmot
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Re: Building Destruction

Postby Bmot » Sun Aug 11, 2013 8:27 am

What would a destroyed building do the the building numbers? Would other, later buildings just keep the same number, or would they get placed further up on the list? And, if the first is the case, would it be possible to build new buildings in the free 'slots'.

For example, you have these buildings:

1. Town center
2. Mud hut built by a stupid newspawn
3. Free resource shed that's really too small
4. Stone hall of majestic proportions
5. Person X's cottage

And building two would get destroyed, would it become like:

1. Town center
2. *free space*
3. Free resource shed that's really too small
4. Stone hall of majestic proportions
5. Person X's cottage

Or like:

1. Town center
2. Free resource shed that's really too small
3. Stone hall of majestic proportions
4. Person X's cottage

Or just like:

1. Town center
3. Free resource shed that's really too small
4. Stone hall of majestic proportions
5. Person X's cottage
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Greek
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Re: Building Destruction

Postby Greek » Sun Aug 11, 2013 8:37 am

I think building number will not change. So there will be gap.
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SekoETC
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Re: Building Destruction

Postby SekoETC » Sun Aug 11, 2013 8:41 am

Hopefully it will be possible to build in the gap.
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Doug R.
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Re: Building Destruction

Postby Doug R. » Sun Aug 11, 2013 9:15 pm

sherman wrote:So how about repairing? Lets say stone building has inside 10 people and there is one attacker who is destroying building.Should they be able to prevent that somehow? Even if there is one dude he/she should be possible to atleast slowdown project. (Hmm.. pretty much like siege ... )


They can go outside and kill him.

I would think destruction projects could be reversed to build projects, like any other project.
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sherman
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Re: Building Destruction

Postby sherman » Mon Aug 12, 2013 6:48 am

That could work but what if defenders can't do that? Shouldn't they be able to repair damage? Like on medieval siege in castle defender repaired damage what attacker did
Don't fight a battle if you don't gain anything by winning.
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Hedgedhogst
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Re: Building Destruction

Postby Hedgedhogst » Mon Aug 12, 2013 7:02 am

sherman wrote:That could work but what if defenders can't do that? Shouldn't they be able to repair damage? Like on medieval siege in castle defender repaired damage what attacker did


Doug R. wrote:I would think destruction projects could be reversed to build projects, like any other project.
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Snickie
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Re: Building Destruction

Postby Snickie » Mon Aug 12, 2013 4:00 pm

Doug R. wrote:I would think destruction projects could be reversed to build projects, like any other project.

So we could then roleplay full-scale renovations backed up by game mechanics. :D
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Money
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Re: Building Destruction

Postby Money » Tue Aug 20, 2013 9:34 pm

I'm super excited for this, Can't wait for implementation!
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Slowness_Incarnate
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Re: Building Destruction

Postby Slowness_Incarnate » Tue Aug 20, 2013 11:41 pm

Yay we can get rid of those horrible mud huts with nothing in them!
Mitch79
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Re: Building Destruction

Postby Mitch79 » Wed Aug 21, 2013 1:39 am

And the 50 buildings in town not being used!
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Greek
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Re: Building Destruction

Postby Greek » Tue Sep 17, 2013 9:50 am

I'm working on it.
Building destruction (building -> ruins) will be done first, because disassembling many machines must be made available to make vehicle disassembling work.

There are some problems with it, though.
Project canceling will refund all used raws & objects, I've managed to make project canceling code work for projects in building. Old object repair system would fail to work correctly, but happily we have a new system there :P
Ruins of buildings are vehicles, so will be listed on vehicles, not buildings, list. It's obvious, but it still surprised me :D Fix to prepare b&v page for ruins will be done soon.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Armulus Satchula
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Re: Building Destruction

Postby Armulus Satchula » Sat Sep 27, 2014 8:34 pm

Let's just fill the buildings with gunpowder and explode them.
Xander
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Re: Building Destruction

Postby Xander » Thu Jul 02, 2015 5:55 pm

How is this coming along so far? I think it'll be a great boost to the game if we didn't have towns full of empty buildings that can't be removed.
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Armulus Satchula
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Re: Building Destruction

Postby Armulus Satchula » Fri Jul 10, 2015 7:22 pm

Xander wrote:How is this coming along so far? I think it'll be a great boost to the game if we didn't have towns full of empty buildings that can't be removed.


I would really like to know too. I feel like this is an extremely useful feature that cantr is currently lacking.

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