Nice thought Che.

Also markers could let you plan out where future buildings go a bit more logically, by marking a square say for your stables even before you've got the necessary requirements.

Beware the grue!

Dark.
----- Original Message ----- From: "Che" <blindadrenal...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, August 17, 2011 5:17 AM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.


  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
so i could make a marker for my current main quarry, then from anywhere else on the map, pop open my marker list, hit q, then enter and boom, i'm at my quarry. this would go a long way towards helping organize these large maps methinks.
  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of the
building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful anyway.

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