Clearing areas don't work. To make them useful for not just keeping passages free but also improve building placement and upgrading i suggest the following:
turn them into paving areas. paving areas will get cleared if needed paving a square costs only time paving areas request one worker per unpaved square paved areas can be walked on paved areas can be built on paved areas block ressources paved areas give no speed bonus paved areas can be unpaved paved areas look discreet like in the pic attached (brown) paving areas look something like in the pic attached (yellow) paving/unpaving is done with area tools and not with a 1x1 building With these paving areas we could modify construction and upgrading to be more realistic and handy by: 1st make the area into a paving area 2nd when completely paved make it forbidden 3rd turn it into a 0.8.21 construction site This would be more realistic as it would not be possible to block enemy units/ressources without actually having a glob that walks there. Additionaly a construction site would not be visible or attackable by the opponent. Construction would be more easy to use as it would allow to place/upgrade buildings not caring about clearable ressources what is micro management now. Greetings, Leo Wandersleb
<<attachment: paved.jpeg>>
_______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
