Solved & Confirmed 0.7d - Can't sacrifice prisoner, rotating buildings takes up whole tile
#16
I agree with SU, from my experience it would get very annoying not being able to rotate a building after it has been built. Even if it got rotated right when it got built. Usually when I play Dwelvers I tend to increase the size of the rooms at some point so that I can have more buildings in them, when I do this I am almost always forced to rotate some of the buildings, and if this is not possible I would have to sell them and rebuild them to make it work.

The best idea so far IMO is to add the rotate mechanic into either the bottom menu or the radial menu.
Reply
#17
IMO both the bottom and radial menus should have this option, each user can pick the method that works best, and if we have a clear majority on which placement is best we can always revisit the best way to access a rotate tool. IMO the best solution of all so far has been the idea of a pop-up radial menu whenever someone clicks on a space where there are multiple possible actions the user may want to take, so we can choose which one we want, rather then have 1 thing be automatically chosen, even if it's not the right action. All this does is have one of the possible actions block access to all others layered "below" it. That would solve all problems with one action blocking other possible actions on left click, including the almost impossible to dig on a tile occupied by a creature issue.
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
Reply
#18
I have to say, I got stuck on this one. I wanted to do as excess said and have the buildings rotated from start. This is how this looks like.

[IMG]replace_photbucket_link/RotateBlueprints.png[/IMG]

So just hold down left mouse button when you want to build anything, and release it in the direction that you want the building to be built in. This did forced me to disable the option for some buildings to build multiple buildings at once by dragging the hand. It is still possible to drag and build multiple buildings when it comes to rooms and some other buildings, but all buildings that are rotatable has this option disabled.

So while I was working on this I made it so that the player also will see a ghost image of the building that is going to be built before he presses down the left mouse button. It looks like this:

[IMG]replace_photbucket_link/GhostBuilding.png[/IMG]

And when dragging the hammer to build a room on multiple tiles it will look like this:

[IMG]replace_photbucket_link/SelectAndBuild.png[/IMG]

But I had a little argument with BurningPet about this because it can be too annoying for the player to have to sell and rebuild as soon as something needs to be rotated. I wanted to have it so that all buildings are rotated when being built but not afterwards, but I do understand that this transformation can demolish the next version if it is not done correctly. So with the next version I will have it so that the player can rotate the buildings from the select and build state and be able to rotate the building afterwards as well if he wants too just as before. So instead of just replacing the old rotate feature I will merge it with this new one, and later on we can decide how we are going to solve it after we have gotten some feedback.

Yeah..
And the bug has been solved with the next version Wink

[IMG]replace_photbucket_link/RotationSolved.png[/IMG]

[IMG]replace_photbucket_link/SelectCreatureSolved.png[/IMG]

I added a rotate button next to the sell button.
Reply
#19
New version released, this bug is solved but need confirmation!
Reply
#20
Need some help with confirming this as solved, someone's eager to help with it? Smile
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
Reply
#21
Confirmed, with the rotation option out of the way we can sacrifice creatures in 1x1 cells without remorse!
Reply
#22
Thank you Smile
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)