Search found 8 matches
- Mon May 09, 2016 6:43 pm
- Forum: Texture Packs
- Topic: [Request] Monorail and track
- Replies: 12
- Views: 29899
Re: [Request] Monorail and track
Perhaps a problem may occur with the rendering priority. Normal rails are rendered under the train but this system demands the opposite. It would be lazy, but you could probably make the rails run underneath the train, and then just have the sprites for the train include the rail over them. But I t...
- Sat Jun 28, 2014 2:48 am
- Forum: Ideas and Suggestions
- Topic: Large Bridge Cranes
- Replies: 38
- Views: 35709
Re: Large Bridge Cranes
If boats ever become a planned features (barges is what I have in mind, I could definitely see these bridge cranes coming in use for loading shipping containers between trains and boats. Barges could also make offshore oil rigs a possibility (build them and then load them up with the bridge cranes o...
- Thu Jun 19, 2014 5:33 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130998
Re: [0.10.0] RoadWorks
It'd be interesting if you could force the cars to stay on the pavement, so we never hit any buildings. Similar to how the train moves except you could freely move. I looked into this and it does not appear to be possible in the current modding API. The Orientation and Direction variables of entiti...
- Wed Jun 18, 2014 2:41 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 130998
Re: [0.10.0] RoadWorks
It'd be interesting if you could force the cars to stay on the pavement, so we never hit any buildings.
Similar to how the train moves except you could freely move.
Similar to how the train moves except you could freely move.
- Fri May 30, 2014 3:57 am
- Forum: Ideas and Suggestions
- Topic: Very Big Machines
- Replies: 8
- Views: 4615
Re: Very Big Machines
Which is pretty much the game as it is. We can all pack up and go home people, mystery solved.Artman40 wrote:In my opinion, these buildings would be better to be composed of several smaller ones making up a larger entity so you wouldn't have to build it in one go.
- Wed May 28, 2014 7:04 pm
- Forum: Ideas and Suggestions
- Topic: World Domination (Multiplayer)
- Replies: 17
- Views: 8745
Re: World Domination (Multiplayer)
It wouldn't be the only game that would only have instanced servers instead of persistent dedicated servers. In fact, I'd say session based gaming would be better. Paradox games are infamous for taking much time, as are Civilization games. Those work with session based MP gaming, with being able to...
- Wed May 28, 2014 12:36 am
- Forum: Ideas and Suggestions
- Topic: World Domination (Multiplayer)
- Replies: 17
- Views: 8745
Re: World Domination (Multiplayer)
I think the approach on the multiplayer should be similar to CK2 and AoE2 HD, instead of using persistent servers (this is kind of obvious but I just wanted to put that out there). The game can be continued from before very easily under this model. However, this would mean the game would function in...
- Fri May 16, 2014 12:38 am
- Forum: Ideas and Suggestions
- Topic: Rethinking the (very) early game
- Replies: 29
- Views: 11396
Re: Rethinking the (very) early game
Perhaps research would lower the cost of things like the belts, pump, and steam engine (which is quite cheap for how large it is) later in game. A higher early game cost on pipes, belts, and the steam engine would really make the burner tier a bit more sensible. The burner tier, as I remember, made ...