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More Deleting please (road/farm tiles)

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krs

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Post 06 Oct 2012, 23:05

More Deleting please (road/farm tiles)

Roads are not deletable, farm tiles are not deletable. For a beginner is very frustrating. Sometimes you make a mistake or later want to re-plan some minor stuff, but just cant. If it is an intended feature, I fails to see what good it is for.
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`Maurice

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Post 07 Oct 2012, 00:40

Re: More Deleting please (road/farm tiles)

Since we can delete a whole building with 1 click it would seem more than fair that we can delete roads/acres/winefields aswell.

I agree :P
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sado1

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Post 07 Oct 2012, 01:02

Re: More Deleting please (road/farm tiles)

I think it's intended - for making you plan your city good. What would happen if this feature was implemented and you could delete the road to make a field on it? I am ok with the way it is now, so you can convert (wine)farm to road only.
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Lewin

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Post 07 Oct 2012, 02:22

Re: More Deleting please (road/farm tiles)

I think it's important to make the game accessible to new players, right now when a new player starts they get really lost. KaM is very complicated and often hard to understand. We'd like to change this so new players can get into the game more easily, through stuff like better interactive tutorials (showing how to use more advanced features like blocking delivery to your storehouse), and maybe some changes like digging out roads/fields to allow new players to make a few mistakes. We're interested in other suggestions too.
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Krom

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Post 07 Oct 2012, 07:38

Re: More Deleting please (road/farm tiles)

I agree with Lewin and delete roads/fields feature is indeed useful.
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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krs

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Post 07 Oct 2012, 07:50

Re: More Deleting please (road/farm tiles)

I think it's intended - for making you plan your city good. What would happen if this feature was implemented and you could delete the road to make a field on it? I am ok with the way it is now, so you can convert (wine)farm to road only.
I think there are more arguments against this "strategy feature" than in favor of it.

- This is really frustrating to me personally: Sometimes the terrain is of such nature that you lay down a building and then you realize you cannot build a road on one of the tiles you intended. So you end up with 1 maybe 2 un-removable ugly unused road tiles, for the rest of the game!

- Less common maybe ...(but it happens in the 1'ST SCENARIO). A building gets destroyed and you would like use that place for another... the remaining roads are just ugly.
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Da Revolution

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Post 07 Oct 2012, 08:00

Re: More Deleting please (road/farm tiles)

Yes it could be nice if you implement it. Although I have my doubts because I'm not sure if it fits in KaM. Its all about planning the best lay-out of your town, but with this feature you could just completely rebuild your town if you want.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Lewin

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Post 07 Oct 2012, 08:06

Re: More Deleting please (road/farm tiles)

Yes it could be nice if you implement it. Although I have my doubts because I'm not sure if it fits in KaM. Its all about planning the best lay-out of your town, but with this feature you could just completely rebuild your town if you want.
But rebuilding your town takes time and resources, it would never be a good/fun strategy.

I think you could order a road/field to be removed (same as you do for building them) and a laborer will go and dig on that spot, leaving the "dug" or "rubble" overlay on the terrain when he's finished (but you can build a road/field/house there). This would certainly make used coal fields more useful because you could dig up the roads and put fields there. It could also lead to people sending laborers to the enemy village to dig up their roads. A bigger problem might be people digging up their ally's roads to "troll". People might abuse these things.
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krs

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Joined: 06 Oct 2012, 15:32

Post 07 Oct 2012, 08:11

Re: More Deleting please (road/farm tiles)

Lol at people sending villagers to dig enemies roads :) That's a test case for you. that would suck if it can happen. Just restrict it to things you've built?
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Lewin

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Post 07 Oct 2012, 09:05

Re: More Deleting please (road/farm tiles)

Lol at people sending villagers to dig enemies roads :) That's a test case for you. that would suck if it can happen. Just restrict it to things you've built?
Maybe, but what if I destroy an enemy and want to build in his village?
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Da Revolution

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Post 07 Oct 2012, 09:12

Re: More Deleting please (road/farm tiles)

Maybe it should only be possible when someone left.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Krom

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Post 07 Oct 2012, 09:18

Re: More Deleting please (road/farm tiles)

Maybe we allow to digup only owned tiles or allies if ally left?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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tover

Farmer

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Joined: 21 Oct 2012, 11:15

Location: belgium

Post 26 Oct 2012, 17:46

Re: More Deleting please (road/farm tiles)

playing singleplayer and must have misclicked and then went to look somewhere else,i came back and instead of a big farmfield i had a big townsquare(i build roads instead of farm)at that moment being able to delete would have been nice
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Bo_

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Post 26 Oct 2012, 19:01

Re: More Deleting please (road/farm tiles)

It could be nice indeed.
Kick fast, think Bo.
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Jyohan

Post 22 Dec 2014, 10:17

Re: More Deleting please (road/farm tiles)

If you build a building over a road, then destroy that building, it clears the squares. It's a bit pricey (costs you stone and wood to build a whole new building), but can be worth it.

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