Roads build function needs some fix

  1. Sometimes road does not allow to build (because of steep angle?), but when aim it longer distance, then is green and OK to build. If there are ground angle restriction at one square (not that i like it), it should be also for the longer road containing the same square. I suggest to keep the steep angle requirement at the direction of the road, but make it auto-flat-extra-work (with some obvious maximum work limit to restrict through-mountain-cutting-mega-projects), not just red-blocking-no-road-build-today. Cross direction angle requirement should be a bit more tolerant, because not always there is possible to flat land between already built houses.

  2. The auto-round-corner function seems a bit useless. While it might be nice for longer roads, it makes the road go off from the initial line of squares and making the whole road longer. Near tight buildings it makes sense to have sharp corners and no diagonal roads. Maybe some toggle button or hotkey to activate round / sharp corner auto-route function? Or if round-route cuts through house, it should try sharp-corner function there automatically.

If this road build function is well optimized, it would make sense to add a more significant effect to it - maybe double or triple movement speed - especially with carts and wagons?

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