you are viewing a single comment's thread.

view the rest of the comments →

[–]Node 1 insightful - 1 fun1 insightful - 0 fun2 insightful - 1 fun -  (0 children)

Why drop the foundations to bedrock?

Otherwise, you can end up like that skyscraper in San Francisco that's tilting, precisely because they tried to cheap out with an alternative to bedrock stability. Also because I used to do construction, and it's just a good practice. Unlike in real life, it's typically just 3 or 4 blocks down to bedrock.

I like to built up villages into various types of fortified dwellings, then make roads between them.

Same. First thing I do in a new village is lock all the villagers in their houses, with gates at their doors. Then I fence off the inhabited area, taking care to have the village center within the safe zone. Also light up that whole safe zone to prevent mob spawning.

Path blocks were a huge bonus for road builders. 2009/2010 roads were made from cobble or gravel, and pretty artificial in appearance. My longest road on a map is about 9 miles, going through several villages on the way to the farthest western village, which really became a town after extensive business and housing construction. It's really a hub and spoke arrangement from my main town. Probably have about 12 enhanced villages on that map. If only map upgrades could be applied retroactively to areas already explored, instead of essentially having to abandon old maps to start out fresh.

I haven't made anything particularly impressive, as I like the low-key look and want my villages to look mostly natural. I mostly use the original version of the John Smith texture pack.

I do like my greenhouse design for food production. Two designs, really. Both manually operated, with one being manual harvest and manual replanting, and the other being on a slope with pistons releasing a flood that washes all the veggies down into chests.

The ideal would be to have the villages grow organically over time, with significant structures being preserved, and more modern and larger structures being built as the community grows. In practice, who has that much time?

Here are two different takes on reworking that old classic called Tiberian Sun. This first is windows only, but I've played the second and like it a lot.

https://www.moddb.com/mods/twisted-insurrection

Twisted Insurrection is a critically acclaimed, standalone modification based on the Command & Conquer™ Tiberian Sun™ engine. It features a complete redesign of the original game, set in an alternate “what-if?” timeline where the Brotherhood of Nod was victorious during the first Tiberian War.

Along with the total overhaul of the original game's visuals, sound effects, and packing an all-new original soundtrack (ft. Frank Klepacki), Twisted Insurrection brings you an entirely new arsenal of forces to command in massive single- and multiplayer battles. The game features multiple full-length solo campaigns and co-op missions for GDI, Nod, and the new GloboTech and Forsaken factions. Play over 50 brand new campaign missions and try your hand at challenge modes, re-imagined Tiberian Dawn missions and more. Customize your game experience by choosing from dozens of game modes and options.

https://www.moddb.com/mods/shattered-paradise

Shattered Paradise is an expansion for Tiberian Sun on OpenRA, it's goal is to (im)balance the game by adding new factions (Mutants, C.A.B.A.L. and Scrin) and reworking the original sides, all of this to create a game a little more varied and balanced than TS. The mod puts a lot of emphasis on making the factions as asymmetric as possible.

Before computers, I was heavily into hex map war games, like MechWar from SPI. I have a PDF of the whole game (maps, counters, charts & tables, and rules) if you're interested.