Welcome to our Forums!

Type /register while in-game to register for a forum account.

No Plans to Implement More erosion in wilds ruins

ACwavelength

Active Member
Slicer
When big towns fall and become ruins, their buildings decay and become overgrown. when smaller towns fall their buildings remain basically untouched.
You'd think that the smaller town would break apart more quickly than the bigger 'ruins', but no. I think when a town falls into the wilds it should become more overgrown and broken, but not become officially 'ruins' and not spawn ghosts.
 

Cryptite

Elder
Staff member
Elder
When big towns fall and become ruins, their buildings decay and become overgrown. when smaller towns fall their buildings remain basically untouched.
You'd think that the smaller town would break apart more quickly than the bigger 'ruins', but no. I think when a town falls into the wilds it should become more overgrown and broken, but not become officially 'ruins' and not spawn ghosts.

Ruins aren't automated, so that's pretty much why the smaller towns don't decay. We basically go manually defined "Ruin Zones" so that they're accurate. That said, it's been awhile since we've done it, so it could help for players to use /report to suggest "This should be ruins"

We don't particularly want to auto-ruins every dead town; some just need to be regenerated.
 

mindblaster007

Well-Known Member
Ruins aren't automated, so that's pretty much why the smaller towns don't decay. We basically go manually defined "Ruin Zones" so that they're accurate. That said, it's been awhile since we've done it, so it could help for players to use /report to suggest "This should be ruins"

We don't particularly want to auto-ruins every dead town; some just need to be regenerated.
Is it possible to auto ruin towns that are over a certain level?
 

BuscoNombre

Well-Known Member
Slicer
XvFYdns.jpg
 

mindblaster007

Well-Known Member
That wouldn’t auto ruin every town. Only ones that clearly prospered. Please, next time use some common sense when you respond to my questions.
 

catfishjw

Well-Known Member
Slicer
Town level doesn’t necessarily link to prosperity. My first town rose to level 10 with three members and a network of tiny underground tunnels, no developments above ground were ever made besides maybe a small sand pit around the tgen. (There also could be an argument made about new towns “stealing” the buildings and walls of the previous one, therefore being raidproof without any effort put in)
 

koi0001

Well-Known Member
Guardian
Is it possible to auto ruin towns that are over a certain level?

I'm not speaking for anyone here but why exactly would we want them to be automated? There's not really a necessity for it as far as I can tell.

Of course it could be automated but if you explained why is should be considered then that would be cool
 

mindblaster007

Well-Known Member
I'm not speaking for anyone here but why exactly would we want them to be automated? There's not really a necessity for it as far as I can tell.

Of course it could be automated but if you explained why is should be considered then that would be cool
I was just curious why it wasn’t... I didn’t think Cryptite would waste so much time manually making them ruins
 

Magpieman

Old One
Staff member
Old One
When a town dies we manually replace inhibs and check that the area is fit for conquest (removing problem builds etc). While doing this we will see if the town is fit to become a ruin (this is something we did not do much in the past, which is why there are many older towns that are not ruins). To make it a ruin we will manually select the area with the builds in, rather than setting the whole tile to ruins. This is a big reason we don't wish to automate it, as that could only handle ruining the entire tile. The other issue is what
catfishjw mentioned. Some high level towns have little or no builds, so are not suitable for ruins.
 
Back
Top