View Full Version : building to house generals
Was wondering, if TSO could design a building to house all our generals, as many players have multiple gens, many over 25 of them, and they take up a lot of space on our islands,
One building housing all gens, like a storeroom, this would keep them all together, tidy, and in one place.
Ozzymandeus
13.11.15, 23:37
Generals and Marshalls: Their own little space (http://forum.thesettlersonline.com/threads/29822-Generals-and-Marshalls-Their-own-little-space)
+1
As far as I'm concerned, the Star menu can house all of them.
Bluesavanah
14.11.15, 09:31
As far as I'm concerned, the Star menu can house all of them.
I'd agree with this if you could load generals from star, I'd also like a separate Island to house them. Just a better solution than landing here, there and everywhere.
Also please arrange them by type and not date bought.
This game is about management so it's obvious we are expected to manage our generals with the tools given, however when we players show that the tools available are limited by a failure of imagination on the part of designers then something needs to be done about it. The way I see it there are 3 possible solutions.
1: Star menu. Sorry to say but I find this to be a ugly solution, of the 3 solutions it is the one which has the potential of being the biggest game breaker of the lot. We would not want to see a bug which allows us to assign 1 r to a gold refill or worse 50 cav to Iotp, the latter bug preventing us from running adventures at all.
2: Tavern. This has a fair bit of logic behind it as we can storyline that the generals spend their time in the tavern telling story's of past victory's but logic then dictates that we do the same for Geo's and Explorers at the same time. The only downside I see to this is where the star menu selection process is now redundant for when on your home island and only needed for the generals when your on a adventure/expedition zone.
3: Ship. This is my favoured option, it has the least chance of introducing bugs with anything else in star menu. The only issue I see here is how much does it cost to build and at what player level is it unlocked. To this I offer the following solution.
For players at the tutorial stage of the game, cost is Pine wood planks and Stone can be built at the same level as garrisons are unlocked.
At level 26 Seafaring is unlocked once upgraded, build/upgrade cost Hardwood planks and Marble, Seafaring allows the charter of 1 fast ship to transport a general in 2/3's of the normal time, cost of charter 10 Gems. Charter is a temporary option good for one way only.
At Level 42 we get Fleet unlocked once upgraded, build/upgrade cost is Exotic wood planks and Granite, Fleet allows transport of up to 10 Generals in 2/3's of normal time cost 1000 gems and is a permanent feature once brought.
At level 50 Armada is unlocked once upgraded, cost Mahogany planks and Grout, Armada allows unlimited generals to be transported in 1/2 time cost 20000 gems and is a permanent feature.
This game is about management so it's obvious we are expected to manage our generals with the tools given, however when we players show that the tools available are limited by a failure of imagination on the part of designers then something needs to be done about it. The way I see it there are 3 possible solutions.
1: Star menu. Sorry to say but I find this to be a ugly solution, of the 3 solutions it is the one which has the potential of being the biggest game breaker of the lot. We would not want to see a bug which allows us to assign 1 r to a gold refill or worse 50 cav to Iotp, the latter bug preventing us from running adventures at all.
2: Tavern. This has a fair bit of logic behind it as we can storyline that the generals spend their time in the tavern telling story's of past victory's but logic then dictates that we do the same for Geo's and Explorers at the same time. The only downside I see to this is where the star menu selection process is now redundant for when on your home island and only needed for the generals when your on a adventure/expedition zone.
3: Ship. This is my favoured option, it has the least chance of introducing bugs with anything else in star menu. The only issue I see here is how much does it cost to build and at what player level is it unlocked. To this I offer the following solution.
For players at the tutorial stage of the game, cost is Pine wood planks and Stone can be built at the same level as garrisons are unlocked.
At level 26 Seafaring is unlocked once upgraded, build/upgrade cost Hardwood planks and Marble, Seafaring allows the charter of 1 fast ship to transport a general in 2/3's of the normal time, cost of charter 10 Gems. Charter is a temporary option good for one way only.
At Level 42 we get Fleet unlocked once upgraded, build/upgrade cost is Exotic wood planks and Granite, Fleet allows transport of up to 10 Generals in 2/3's of normal time cost 1000 gems and is a permanent feature once brought.
At level 50 Armada is unlocked once upgraded, cost Mahogany planks and Grout, Armada allows unlimited generals to be transported in 1/2 time cost 20000 gems and is a permanent feature.
I tend to agree about option 1, and given that in the clean up of star the devs seem to have hit a problem with both specialists and adventure stacking, now would be an excellent time to revisit the option of taking those two elements away from star to another interface connected to a building. I've always liked ( and suggested before ) the idea of a `fortified port building' which you could both store and send generals from, probably combining the `send generals' interface from the adventure options into it once an adventure has been activated. If possible it would be nice to stack the adventures here in the same place, perhaps in an option window called the map room, so in practical terms you would click port building > select map room> choose adventure > activate adventure >automatically be directed to general interface> load generals and click send.
If the building was upgradable it would create the options as you set out in 3. Doro, You call it a ship, I call it a port building. Here though, even though players have been calling for a way to reduce travelling times to adventures, BB appear to be resisting anything that increases the amount of adventuring we can do, so we may have to compromise a little....It still gets a massive +1 from me though :)
I would then keep tavern for explorers and geos, and work in their interfaces within that building, with potential for grouping of searches, however that seems to conflict with the `activity clicks' format of this game, so perhaps another compromise ;). There would have to be a rethink on the `other' uses of the tavern though as many demolish it for various reasons through out the progress of the game.
Just had a thought, if the general storage was a ship, could we load up the marshals and have the option to sink it? :)
Just had a thought, if the general storage was a ship, could we load up the marshals and have the option to sink it? :)
:D
geo's and explorers do not take up island space, so for now, looking at them is not a real problem, Is more about the Gens, yes, they can be stored, randomly, if they have nowhere to land, yet many still litter the island. I like the idea of utilising the tavern, a building we already have, and is under utilised, as a place they can congregate, be loaded with troops and sent from, and return to.
And yes to please having them sorted into their ranks, they are after all, our army.
I'd agree with this if you could load generals from star.
You can access the explorer and geologist menu from the star. I don't think it'd take much to do the same with the general menu.
We would not want to see a bug which allows us to assign 1 r to a gold refill or worse 50 cav to Iotp, the latter bug preventing us from running adventures at all.
I personally also wouldn't like to send a gold refill to find me copper mines or an IOTP to find more adventures. Not to mention I wouldn't want to assign a bunch of horses some manuscript or tome. Yet, we don't need a landing place for geos and explorers either.
CoffeePowered
24.11.15, 01:39
they should have added a simple option to allow anyone to pick which gens go to the star menu years ago =)
or why not now with all that extra sea and space make a simple island which your gens simply land on instead of your home island i call thee "generals Island" have 0 travel times dont waste our time anymore with travel times problem solved..
or they could make a island with enough space for 1-5 general and remove all landing space from the home island with the ability to place them on your home island from star etc have gens land in new "general Island" area only, the remaining will simply go to the star menu
Problem solved..
could always make that from what i hear waste of space free island the new general landing zone then BB have no real need to spend much time at all doing this?
isnt it funny how you can think of ways to solve things in a few minutes?
or they could make a island with enough space for 1-5 general and remove all landing space from the home island with the ability to place them on your home island from star etc have gens land in new "general Island" area only, the remaining will simply go to the star menu
What happens if the wrong generals land, how do you get the right ones on your island if the wrong ones are taking up all the space.
Mannerheim
24.11.15, 10:15
It's been said at German forums by BB_Pandur when landing problems started that they are working on a solution to mainly get the generals off the island and hopefully one of the concepts will be seen in test server in the coming months.
Agree with Dorotheus about Tavern, it already there
As long as there is some way to get unwanted (e.g. Marshals) off the island. Tavern, breakdown and back to star menu, anything except the current "once you have placed them you are stuck" system, then I would be happy.
Powered by vBulletin™ Version 4.0.4 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.