PDA

View Full Version : Buildings Rotation



MonkeyBusiness
19.01.12, 21:42
Hello, I think there should be an option added to be able to move the building once built or be able to rotate it. Also there should be a menu where you can see all the buildings and what are they producing from what so u can easily spot where is the problem in the chain of production.
When moving the buildings, it is easier to make a more efficient city. I really want that!!! Any suggestions?

Nogbad
19.01.12, 22:21
Try reading the forthcoming features thread.

Cambo
21.01.12, 23:10
Sorry if this has been asked before but the ability to move and rotate buildings would be an excellent idea!

It would add a more realism to game people could build magnificent citys! I have to say the current way of building just looks like a bunch of random buildings dotted around.

Anyway once again sorry if this has been asked before but I still think it would be an amazing idea and a great improvement.

Apart from that I am currently loving the game and the Mods are doing a great job!

Tierarzt
22.01.12, 09:01
http://forum.thesettlersonline.com/threads/15506-Dev-Diary-January-2012

KillerCore
22.01.12, 09:11
Looking at most peoples city's i think this will be a feature they will all love :P

Ghost_EmpiresNL
23.01.12, 13:07
/sign I like this. But it is already in production. It is still a beta:)

FazCraig
24.01.12, 12:18
Hi guys

I would like to be able to rotate the buildings so that the workers can have instant access to resources i.e. farms, you have to place the farm above the wheat field, if you place the farm below, the worker has to walk further to gather the resource.

FIMLightningDash
24.01.12, 20:14
I heard something about that being added to the game later on.

marlock
25.01.12, 06:41
.. would be nice to see this in the game :D even though the amount of time it saves is seconds, it all adds up

Nuttymut
20.07.12, 15:03
Potentially allowing the time to convey [some] resources to a storehouse to be reduced.

Alternatively allow a Storehouse to be upgraded to receive resources from more than one elevation.

Additionally consider adding a new aspect to the economy allowing players in guilds to work together to improve a "guild acceleration" on transport speeds.

LordMucTuc
20.08.12, 05:30
Being able to rotate the building to face the way you want it would be neat.

Hexagon4
20.08.12, 15:15
+1
That would be nice. Also I often move buildings around to make it more effective and make it look better,but its such a tedious task to move one and one building around. So it would be nice to maybe buy 10 moves for 10 building for an amount of resource,gold or gems..

marnie68
28.02.13, 17:00
Hi
I am fast running out of space and it would be handy if 2 space buildings could rotated to fit side-on as well as the way you intend them to be.
I'm having trouble finding space for the new watermills i hope to get from the upcoming easter event.
Rotating them would men i won't have to doisrupt my whole island to accomadate these building. The main problem revolves around trees being in the way gemerally. I realise this won't come to anything but it would be a handy if we could do it.

Thanks
Marnie68

K0sh1
28.02.13, 20:57
Can we have rotating map as well? :)

Icegirl
28.02.13, 21:27
I would pay good money for a shrub removal tool. I know you can use the decoration trick, but that doesn't work on all shrubs in all sectors. I hate the gaps they cause if I can't angle them between buildings.

As for rotating buildings, it would mean that they make another mesh for how the building would look from that angle, and although I really like the idea I can already see this being shot down.

imyourmum
28.02.13, 22:44
yes that would be cool pls implement these changes good idea and can we have option to destroy woodland and build on it seeing as most of it doesnt make any difference being their foresters plant the ones that get cut down :)

TheFairy
28.02.13, 22:48
we have walls from 2 different angles, and stone statues etc, so maybe buildings could have a similar option.... would only mean creating another icon (easy peasy)

GreekSoul
15.04.13, 16:16
Yeah thats right.

I suggest an new option for the buildings toolbox.
Besides moving them perhaps we should be able to rotate them. One more button
for it in the toolbox fits nice i think. That's a tough one to be executed by programmers, though
lots of players would like it. It would free some space on all islands due to better building placing on dead-spots.
It would also make the travelling times of settlers lower in certain circumstances.

hope people like my suggestion

MOD_Daz
15.04.13, 16:28
Would also require atleast four times the graphics. North, South, East and West views of each building would need to be designed and inserted.

GreekSoul
15.04.13, 20:34
yeah i know its "hard work" but thats what we are paying for.

Lord_Matata
26.11.13, 03:21
I agree with this Idea as it would be nice to rotate buildings to fit some spots. but as MOD_Daz stated that would be a 4X the graphics. and I seriously see BB putting that much effort into something like this, when they have so many other ideas on how to bug out the game

Nicholai_Hell
26.08.14, 21:30
I totally support the idea. Rotating the production buildings plus storages so that entrancies can face NE, NW and SW instead of only SE as it is now, will provide a great opportunity to players further customize their islands and will be a great way to also optimize production chains and walking times to and from deposits, mines, wheatfileds, etc. I am sure this update is somewhere in the drawing plans of the developers, the question is when to expect it and how many gems/ grout (or whatever comes after that) this option will cost?!. :)

Dorotheus
26.08.14, 23:31
Somehow I doubt it would be as easy as just rotating the building 90 degrees, for starters your also looking at a change in pathing and only the devs would know what else. A more practical solution could be the introduction of a second building available to buy but at 90 degrees to the existing models.

BB_Ravel
10.09.14, 11:32
Exact quote from BB_Azariel (the first CM we had on the European English version) on moving buildings (the thread was the January 2012 Dev Diary, where moving buildings was first announced and some players suggested being able to turn them also; thread has been archived so it's no longer visible to players):



1) Turning buildings will probably never be implemented as it would require adding 3 extra graphic sets for every building at every level and would take ages to implement and would dramatically slow down the loading of the game whenever you connect. So I don't think it will happen.

Iolanthe
10.09.14, 18:16
Exact quote from BB_Azariel (the first CM we had on the European English version) on moving buildings (the thread was the January 2012 Dev Diary, where moving buildings was first announced and some players suggested being able to turn them also; thread has been archived so it's no longer visible to players):


[source link blocked]

1) Turning buildings will probably never be implemented as it would require adding 3 extra graphic sets for every building at every level and would take ages to implement and would dramatically slow down the loading of the game whenever you connect. So I don't think it will happen.



Hey Ravel, been wondering about the missing Diaries and Changelogs for a while. They're all readily available in other fora and it's quite strange to see a quote from, and a link to, a thread we're no longer allowed to read. Any chance it all could be returned to view here please, perhaps in a locked (due to age) but still visible Archive? Not only is it interesting to follow the trajectory of the game it's helpful when quoting or searching for info and currently it's a little awkward trying to remember/guess just when things changed.

Bluesavanah
11.09.14, 01:15
If this would of happened a year ago I'd of been happy but I not long ago got my water production sorted, the temptation to trade 42 watermills for 42 more storehouses would be to much.........plz don't

TheVictorious
21.01.16, 12:09
Exact quote from BB_Azariel (the first CM we had on the European English version) on moving buildings (the thread was the January 2012 Dev Diary, where moving buildings was first announced and some players suggested being able to turn them also; thread has been archived so it's no longer visible to players):


I was want to suggest Building Rotation but found this thread from 2012, seems it was an idea in Dev Diary in January-2012, at that time was sound hard to implement, but is it still the same today in 2016?
And I think its not necessary for 3 layers, just 1 more graphic set at least, I mean there is no rotate for north (lets suppose the current building only facing south), only west and east, both could be same graphic, i mean start small with simple feature then could be later improvements (scrum is good guys :) )

I really think its important feature cuz:
* rectangle buildings can be placed in many another areas.
* optimize the walking path for workers to deposit or storehouse
* make game more sense and more beautiful, its slow game (which can be ok for ppl who play this kind of game) but don't make it boring :)

Bluesavanah
21.01.16, 14:06
The watermill dilemma sorted itself out at Christmas, now I'm left with many 1x1 spots, if I was starting from fresh building rotation would probably be useful and add a dimension to the game. But reading the BB's reply seems highly unlikely.

Dorotheus
21.01.16, 18:51
I was want to suggest Building Rotation but found this thread from 2012, seems it was an idea in Dev Diary in January-2012, at that time was sound hard to implement, but is it still the same today in 2016?
And I think its not necessary for 3 layers, just 1 more graphic set at least, I mean there is no rotate for north (lets suppose the current building only facing south), only west and east, both could be same graphic, i mean start small with simple feature then could be later improvements (scrum is good guys :) )

I really think its important feature cuz:
* rectangle buildings can be placed in many another areas.
* optimize the walking path for workers to deposit or storehouse
* make game more sense and more beautiful, its slow game (which can be ok for ppl who play this kind of game) but don't make it boring :)
Please read what I posted earlier.