Roads/Pathfinding |
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zolvon
Forum Warrior
Joined: 05 May 2010 Location: NZ Status: Offline Points: 246 |
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Topic: Roads/PathfindingPosted: 24 Oct 2025 at 23:05 |
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I seen some talk about roads and pathfinding in GC and had these thoughts about it...
Every square in illy keeps a count of how many units pass over the square. When a certain number is reached it upgrades the travel characteristics of that square. Eg; - when 50 units pass over a square it upgrades to a 'Path' and say when the count is 1000 it becomes a 'highway' etc... There could be some type of degradation factor as well. Eg; The count is reversed by say, one a day. This would simulate reality somewhat and natural routes would develop. Then you just need a way to choose your path taken.
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DeathDealer89
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Joined: 04 Jan 2012 Status: Offline Points: 1103 |
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Posted: 25 Oct 2025 at 00:00 |
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Wouldn't this end up with all the sq's near centrum all being roads? Also it may be a lot of server intensive checks for a purely cosmetic change.
Maybe you could do something where vans get a boost if they traded a lot with the target indicating that they have travelled the path before. It would be kinda 'road' like but would still just be about the city and target. Or what about van 'commander' that gained experience and you could make the experience region based. Do a lot of trade in a certain region and your vans in that region get a boost to speed, gathering, or capacity. Not sure I want 70 unique vans, but maybe 5 'commander' vans per city would be cool. That opens a lot of possibilities with factions as well. Edited by DeathDealer89 - 25 Oct 2025 at 00:01 |
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Asvenger
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Joined: 14 Aug 2018 Location: U.S. Status: Offline Points: 121 |
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Posted: 25 Oct 2025 at 19:44 |
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or you could build a sov road!
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