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Thread: New epic buildings

  1. #1
    Settler
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    New epic buildings

    We have a epic workyard for wood related items.

    How about a building that does the work of a Farm, Mill and Bakery?

    Epic Weaponsmith to make Bronze swords, Iron swords, Steel swords, Dama Swords
    Epic WeaponsmithII to make bows, longbows, xbows, horses and Cannons (with Carriages and wheels)

    Epic Smelter for Copper, Iron, Steel and Titanium.

  2. #2
    Mayor
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    That was originally the plan, but then it never happened. I'd like to see more, but I'm not sure how well received the woodyard was, whether due to the size or the lack of ability to use normal buffs.

  3. #3
    Mayor Raubhautz's Avatar
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    Nice ideas

    Quote Originally Posted by Gwalben View Post
    That was originally the plan, but then it never happened [...]
    Probably due to staff assignments being on the expedition department.

    Quote Originally Posted by Gwalben View Post
    [...] but I'm not sure how well received the woodyard was, whether due to the size or the lack of ability to use normal buffs.
    I think the buff issue was one factor to the woodyard being less than desirable. The other contributing factors (imho) are:
    1. The amount of resources necessary to fully enable the woodyard are tremendous. Though this is okay by me as I don't mind taking time to do it, many who do play want everything now.
    2. The primary thing for me is that once fully upgraded, it tears through your lumber supply like Paul Bunyan after a triple-shot of expresso. Ergo, one would have to basically be monitoring the woodyard frequently to switch tasks. If you have the time, I suppose, you could make a woodyard very productive. Currently mine sits as a forester; and occasionally a coal producer.
    3. Let's not forget about the size of this structure. Since only developed players are probably entertaining these buildings, it's size and shape make a tough go to fit into many a player's already cluttered island.
    4. Lastly, no matter what you configure the woodyard to, you still need cutters, perhaps the most important piece. (Or if used for exo-logs, you need a steady stream of logs)

    Too bad if other 'yard' type of options are dropped or not considered.
    “Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
    J. R. R. Tolkien

  4. #4
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    I was surprised to find out that I was forced to use only the new upgraded amounts or nothing. Why not make an option to go up or down?

    I generally like mine still and am overall saving on building space/licenses. I'm using mine as a forester and replaced my cokers so I use it for coal as well. When buffed, I have a couple more options. But I went and switched right back to hardwood sawmills when I figured out this was not a great solution for that (would have been if I could buff it and had more control over the amounts).

  5. #5
    Veteran General
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    The limited buffing options is the only _real_ downside I see to the woodyard.

    Yea, upgrades are expensive...one can deal with that though. Which would make it alot more attactive without needing Bean Soups to buff it, I currently don't have the number sin my head, but the sheer amount of ExoMills needed to "produce at the same rate", I think upgrading the 12(?) Exomills is that much more expensive. So if you could use regular buffs on it,regardless of what you use it for then, it will pay itself off rather fast imo.

    It missing the cutter option sure is disturbing, but seeing how fast the thing works in the first place, you'd end up dropping a zillion foresters or expect a, probably this time for sure, ninja quick fix to the bug as abuse might just skyrock.

    Footprint...yea it sure isn't very convenient for older players. When I started, I was pretty much aware that I'd want to make a plan ahead for which I went to test server for and map everything out, eventually ImpStorages got added, and that put me in a situation where I pretty much couldn't make any happen without doing massive reshuffling, the woodyard got introduced sometime later as well, but it wasn't much in my attention. Eventually I got around to remap my island on test server to include ImpStorages and kept the Woodyard in mind as well, which I got 2 spaces planned for. Additionally it turns out that I make like another 6 spots or so for Barracks sized buildings, so I'm not much in trouble if something of that size arises, but that obviously won't apply to everyone. So periodically introducing the free moving week wouldn't be too wrong of a thing to do, disregard the cheese and whine that ensues only being able to move 1 building per minute, sure pain, but it's still free, and a ton of not ultra rich people will be satisfied with that as well.

    Overall, I don't understand the people flat out dismissing the thing and saying how bad it is, without having put every data into proper perspective. Thing saved my life hard when the loot changes happened and smelters got their time cut in half for 2 weeks...I wasn't one of the hundred people who ran to TO to keep up with the coal consumption. Now every now and then I use it to churn out Exoplanks, other than that, yes, mostly sitting as forester with an occasional switch.

  6. #6
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    the woodyard is a flop in my opinion... making me lvl up a exo to 5 to use the woodyard is counter-productive... i bought the yard to TEAR down other buildings - not level them up and THEN tear them down.

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