Tynan can you explain the patch notes?

Started by Ramsis, June 02, 2015, 09:48:49 AM

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TLHeart

the people who wanted the zone to be a no go zone, will struggle with the zones. They were looking for a quick and easy way to prevent colonists from walking into the enemy siege camp, or into the enemy that was preparing for a while.


_alphaBeta_

Regarding the forbidden zones: If there's that much interest for these, and Tynan wants to stay with a positive "allowed" model, why not just add a button that adds the entire map to the zone? From there you just need to remove the areas you don't want, which is the same as painting the forbidden zone, just with one extra initial click. Simple; keeps everyone happy.

The hunting zone idea intrigued me since I usually only have one hunter out a time unsupervised since it's incredible how much they get in one another's way. It should be very possible to do this, but at the expense of the hunters not being able to carry out non-hunter tasks outside their designated zone. That may be worth experimenting with though. Thanks for the idea.

RickyMartini

Quote from: Matthiasagreen on June 03, 2015, 10:40:28 AM
The idea is if you have a siege and don't want your colonists to go near, you can throw up a quick "no-go" zone around them instead of having to zone off the whole map and then delete the area round them.

Well you are able to do that. First select the whole map, then paint out the forbidden zone. The new tool was aimed at the toxic fallout anyway.