Notice the diagonal road in the center of the view. It occurred to me that if merchants' boats can cross land by using diagonal water squares, roads probably work the same way.
They do. Citizens move just as quickly down this road as they did before, when it was solid zig-zag.
You can make diagonal roads by holding the shift key while dragging your road.
Yes, but that makes a solid road with wasted squares, like in the first screenie.
With fewer squares as in the second screenie, you have more space for storage piles, plus it is faster to build, and in the case of a stone road requires fewer resources.
Probly only matters to a beancounter like me, but for me, having 4 extra squares for storage piles in the same small space is worth it.
Or, if that isn't compelling, how about this: now there is room there for a house, and before there was not ;)
Ok! I understand now what you were trying to do. Thanks for the extra info to demonstrate saving squares to fit more into the space.
Good idea!
I think this is a cool discovery that will be useful in cramped quarters and aesthetically pleasing as well! Thanks,
@irrelevant
@Bobbi , I think it looks better too.
You're welcome!
I've noticed, too, in locations where you can't build a full road because of a section of hill that gets in the way people will act as if the full road is there, walking diagonally.
I have never noticed this but am glad to know it!
Last night I notice some pix walking directly through full storage piles that were next to a stockyard. I also noticed some were using "impassable" squares between a building and a river.
Also, I demolished a bridge as part of a test, and they continued for some time to cross the river using the non-existent bridge, just like the submarine livestock do. I suppose a pix on a mission gets his path assigned at the start, and will follow that path come hell or literal high water.
Quote from: irrelevant on June 10, 2014, 09:33:38 PM
Or, if that isn't compelling, how about this: now there is room there for a house, and before there was not ;)
Ok, this is really interesting.
I always thought that it would block the villagers.
I seem to recall one map of mine where the fishing port that I set up like that blocked the 4 fishers at the fishing yard.
I don't remember if I made the diagonal roads or if roads are required for this 'bug' to work, but if roads work, then non-road paths should work too I reckon.
Quote from: nmid on June 17, 2014, 07:31:23 AM
Ok, this is really interesting.
I always thought that it would block the villagers.
I seem to recall one map of mine where the fishing port that I set up like that blocked the 4 fishers at the fishing yard.
I don't remember if I made the diagonal roads or if roads are required for this 'bug' to work, but if roads work, then non-road paths should work too I reckon.
@nmid, I think that the key point is whether there is a diagonally connected land square where a road could be built. A fishing dock might well make a complete block because it extends out into the water and there is no diagonally connected land square. It's not really a bug, but a by-product of the citizens being able to walk on non-road squares.
Also, it doesn't always work. I have seen the citizens get out out on a place to collect resources where the only connection is via a diagonal and then they can't get back and starve to death. Being able to build a diagonal road pieces as in
@irrelevant's original post may be the key.
Funny, I thought you had to have a minimum of two squares to make a path. I must be doing something wrong. I hadn't been able to place just a single square block...will have to revisit this. Hmm...
You have to double click on the one square. Or you can lay down a solid path using the shift key, and go back and erase some squares before they get built.
sorry to necro a very old topic ^^
did you know guys if you press "SHIFT" when you trace a road you can make diagonal road ??
not "real" diagonal but i never known that 'shift' thing command ^^
And... you find it now?!? ::)
I don't believe in 1 meter wide roads, so I go for the curved illusion.
(http://i.imgur.com/SMRFo7w.jpg)
@Karlieb well, doesn't that look pretty :)
Quote from: Karlieb on May 20, 2017, 09:08:49 AM
I don't believe in 1 meter wide roads, so I go for the curved illusion.
(http://i.imgur.com/SMRFo7w.jpg)
What witchery is this? The bend in the elbow ... The curve in the bend ... Witchery! It must be!!!
BTW - looks lovely!! :) That took either a great deal of patience, or a lot of time fine tuning those pieces of road around, well done!! I am in awe .... :D
What's your #1 tip to achieving this? What fantastical brew ??
Quote from: QueryEverything on May 20, 2017, 03:44:01 PM
What witchery is this? The bend in the elbow ... The curve in the bend ... Witchery! It must be!!!
BTW - looks lovely!! :) That took either a great deal of patience, or a lot of time fine tuning those pieces of road around, well done!! I am in awe .... :D
What's your #1 tip to achieving this? What fantastical brew ??
Not so much time. I did some 32 bit tiles for a game once, so I treat the squares in the roads like giant pixels. It really helps to use the roads with the colors that blend into the terrain (mostly 'mossy stone'). I also made a template to help me remember (OCD?) but the 'screenshots' don't work so well as they're pixel for pixel. You'd probably have to actually save it to see it well enough:
(http://i.imgur.com/uKXaYJa.png)
I like it better than the sudden change from horizontal or vertical to diagonal (or right angles that bannies cut) and the bannies use these 'curves' without traipsing through the grass.
it looks awesome and very natural :)
It looks like Banished 2. :)
Thank you
@Karlieb :) I have saved the diagram and will give it a go :) hahahaha, likely balls it up, but ya know, I want to try it :D
Quote from: RedKetchup on May 20, 2017, 06:06:46 PM
it looks awesome and very natural :)
Quote from: Tom Sawyer on May 20, 2017, 11:57:44 PM
It looks like Banished 2. :)
Thank you. But it really only works from a low angle like that and with roads similar in color to the terrain. Hmm, is it possible to make roads with 50-75% opacity? Is there a road-tile making guide?
Quote from: QueryEverything on May 21, 2017, 12:17:39 AM
Thank you @Karlieb :) I have saved the diagram and will give it a go :) hahahaha, likely balls it up, but ya know, I want to try it :D
If that doesn't work I can try to take screenshots. :P
Quote from: Karlieb on May 20, 2017, 05:48:35 PM
Quote from: QueryEverything on May 20, 2017, 03:44:01 PM
What witchery is this? The bend in the elbow ... The curve in the bend ... Witchery! It must be!!!
BTW - looks lovely!! :) That took either a great deal of patience, or a lot of time fine tuning those pieces of road around, well done!! I am in awe .... :D
What's your #1 tip to achieving this? What fantastical brew ??
Not so much time. I did some 32 bit tiles for a game once, so I treat the squares in the roads like giant pixels. It really helps to use the roads with the colors that blend into the terrain (mostly 'mossy stone'). I also made a template to help me remember (OCD?) but the 'screenshots' don't work so well as they're pixel for pixel. You'd probably have to actually save it to see it well enough:
(http://i.imgur.com/uKXaYJa.png)
I like it better than the sudden change from horizontal or vertical to diagonal (or right angles that bannies cut) and the bannies use these 'curves' without traipsing through the grass.
@Karlieb do you use the MM Gridlines at all? If so, would you be able to take a screenshot of your road, with the gridlines over it?
I've been trying to get around the sharp edges, and I can't see where i'm just that bit 'off' :)
@QueryEverything There are going to be sharp edges regardless because it's still giant squares. ;)
Here are some screenshots; first from the low angle (where it looks its best), second from above, third from above with grid and last one is from above with grid and without obscuring grass.
(http://i.imgur.com/J2EXqcfm.png) (http://i.imgur.com/J2EXqcf.png) (http://i.imgur.com/tg5olTim.png) (http://i.imgur.com/tg5olTi.png) (http://i.imgur.com/isUOuKvm.png) (http://i.imgur.com/isUOuKv.png) (http://i.imgur.com/k0I6Pn4m.png) (http://i.imgur.com/k0I6Pn4.png)
Thank you :) I will go & have a play now :D Great shots, very clear & helpful :D