Not only coding more complicated features is demanding but totally unnecessary. Things don't change dramatically so people don't get confused. In the end it is an interface, arguing it doesn't make sense is because we aren't Kerbals. It might look weird because we just don't really get it. Hell they might of envisioned their ultimate space center at stage 1 and set out to designate each plot of land for the future. The House of the Forest built by Solomon was a 150-by-75-foot cedar building. They invented electricity after they learned spaceflight. Against Shebna (22:15-19) 15The Lord God of Armies said:Goto Shebna. It might not make sense to you, but these are kerbals. That buildings earlier need to be further away so not to much is destroyed from an early accident. You could also argue that the space area is a specification of spaceflight. Even when you upgrade it you can still click on the same patch of ground to get where you want to go. With the current setup you know EXACTLY where what is all the time, their placement limits are always the same. Even if its minor? It might get somewhat confusing for no reason other than "Theres to much space otherwise." So what if the building you want to use keeps moving, or changing positions. But gameplay wise the KSC is basically an interactive menu. On some firewalls you might be able to open specific ports - try to open port 7396 for TCP and UDP. Make sure that Widelands is not blocked by a firewall (on both host- and client- side). It might not make sense to you realistically. We have problems connecting to a Widelands host If you're on Build 19 or older, the host will probably need to configure port forwarding in their router. If I had a little garden or farm in the middle of nowhere, I wouldn't put my outhouse a 20-minute tight-thighed Riverdance away just so that I could build it into a fully-fledged sewage treatment centre in the off chance my little patch of potatos and cabbage turns into a huge acricultural site complete with 5k-occupancy town to work, live and develop from it. It is necessary to develop the tactics of. Each unit has its own strengths and weaknesses. I realise that designing and coding levels of improvement for the various buildings is one thing and designing and coding SimCity-like game mechanics for arranging them is another, but at the beginnings of my space programme I wouldn't bulldoze and lay down asphalt and other infrastructure suitable for an area the size of Cape Canaveral TODAY for the humble sheds I'm starting with just to satisfy the weird notion that I can keep the geometric centre of my future buildings always in the same locations. Workers and soldiers move exclusively on previously laid out trails.
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