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-   -   Multi-layer and hex buildings (http://forum.shrapnelgames.com/showthread.php?t=52723)

Karagin May 25th, 2021 06:46 PM

Multi-layer and hex buildings
 
I have noticed when placing multi-layered or hexed buildings that paved roads will appear in some of the hexes and are invisible. I found this out when I tried to put trees around the building I placed.

I used the Stone Buildings and went with multi-layered/hexed and had the building that looks like an apartment building.

Is this an intentional thing or no?

DRG May 25th, 2021 10:22 PM

Re: Multi-layer and hex buildings
 
1 Attachment(s)
not intentional and I suspect that is why some of the older scenario reports mention paved roads in strange spots usually involving buildings piled on buildings.


EDIT

I made an example that maybe can be debugged. Since it's being reported in scenarios that go right back to the beginning it may have been there since day 1

https://forum.shrapnelgames.com/atta...1&d=1621996672

It will go away when you add clear terrain to the hex that reports it but if it's the building registration hex you will lose the building. In this case, avoid piling buildings on other buildings but if you feel you have to then " tidy up" around it when you are done so yes it's "a bug" but it only seems to appear when buildings are piled together and the solution is "don't do that" but if you have to check the perimeter for reported road and clear it away with page 1 clear terrain

Karagin May 25th, 2021 10:49 PM

Re: Multi-layer and hex buildings
 
You get the spillage of the paved roads from just ONE multi-hex building. Any of the Larger buildings like the factory or airfield ones do it as well.

Karagin May 25th, 2021 10:57 PM

Re: Multi-layer and hex buildings
 
1 Attachment(s)
Attached is what I am referring to do. This is multi hex stone building with it's invisible road.

Karagin May 25th, 2021 10:59 PM

Re: Multi-layer and hex buildings
 
Also, it's on more than on facing in the same picture, it shows a paved road the hex on the right side next to the serrated-looking gray part in the supposed empty hex right next to hex 5,3.

zovs66 May 26th, 2021 04:25 AM

Re: Multi-layer and hex buildings
 
I looked at this as a feature and I just worked with it and have been very “creative “ with using it. So if this was fixed it would break a lot of my scenarios. In some cases I purposely stack buildings to get the right effect or will add roads, trees orchards, grass or crops to work with the feature.

So please don’t fix, since I am sure I have at least 75 or so scenarios where I stack. Maybe more because I stack and mix a lot of terrain.

DRG May 26th, 2021 08:09 AM

Re: Multi-layer and hex buildings
 
Quote:

Originally Posted by Karagin (Post 850425)
Attached is what I am referring to do. This is multi hex stone building with it's invisible road.

This is exactly what my example showed only with multi-stacked buildings but if we can get a single multi hex building doing it in a way that's repeatable then that can ( possibly ) be debugged.

I have not tested this yet but will hopefully in a couple days as RL takes precedence but you specified multi hex stone building..... have you noticed this with multi hex wood buildings as well?

DRG May 26th, 2021 08:13 AM

Re: Multi-layer and hex buildings
 
Quote:

Originally Posted by zovs66 (Post 850427)
I looked at this as a feature and I just worked with it and have been very “creative “ with using it. So if this was fixed it would break a lot of my scenarios. In some cases I purposely stack buildings to get the right effect or will add roads, trees orchards, grass or crops to work with the feature.

So please don’t fix, since I am sure I have at least 75 or so scenarios where I stack. Maybe more because I stack and mix a lot of terrain.

Any "fix" would not involve disallowing multi-building placement. It would involve ensuring road is not placed when it's not wanted IF that is indeed a road hex that allows greater movement and not just a report of it being a road hex when it's just normal clear terrain so specific testing to determine that needs to be done.

In the big scheme of things it does not affect how a scenario plays in any way that's even remotely critical but it should not be doing that

DRG May 26th, 2021 08:19 AM

Re: Multi-layer and hex buildings
 
The other question is: Does this happen with both the in-game editor and the extended map editor or just one or the other?

DRG May 26th, 2021 08:26 AM

Re: Multi-layer and hex buildings
 
FWIW I do now have repeatable examples and repeatable examples have a far higher chance of being debugged than random results so this will be looked into but from the reports I've been getting from RetLt about old scenarios showing the same thing it looks like this has been going on a long time


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