How do you build roads>

I believe a new feature in this patch was the ability to build roads. I got a champion and made him follow the path of the governor but see no way to build roads with him.

56,854 views 15 replies
Reply #1 Top

I'm seeing the same thing

Reply #2 Top

When I read the patch notes, I assumed roads were no longer auto built/established between cities and that's why Path of the Governor got an extreme boost in that roads could only be built by Governors or mancer pioneers.

Roads are an extremely powerful buff considering most units have 2 movement points. Roads are so generic and boring but the role they play in fluid troop movement is insane compared to someone who doesn't have a road network.

If you wanted to make Path of the Governor or mancer pioneers VERY relevant to the game, maybe the roads SHOULDN'T be auto established. Then again, this would pretty much REQUIRE every player to have a governor champion or play as mancer. And maybe roads shouldn't be so hard to establish since they are so generic.

Reply #3 Top

Well roads are still being auto generated which I am pretty sure that was the way they always intended. There seems to be no way to build roads.

Reply #4 Top

Quoting BlackRainZ, reply 3
Well roads are still being auto generated which I am pretty sure that was the way they always intended. There seems to be no way to build roads.
End of BlackRainZ's quote

The Road Building ability is a trait your Governors can get on level-up. They don't get it automatically when choosing Path of the Governor. Plus, there are the Mancer Pioneers, but you have to use a custom faction to be able to use them.

Reply #5 Top


The entire concept of roads doesn't work, imo. Two systems are trying to mix and it isn't doing a good job of it.

On the one hand, your roads auto-build between cities once you acquire the trading tech.
On the other hand, you are given a 'chance' at one unit to modify the existance of roads.
In the case of Mancer, more pioneer spam is encouraged, as you want them for road building too now...

Here's my current concept for road design in FE:

Have three available levels of road: Path, Road, Highway

  1. Be able to build a PATH through the city queue. When the build is complete, the UI asks you were your 'end' (or 'sink') destination to be. The start ('source') location must be the city where the PATH is being built. The end location must be a city or outpost that you control. The build produces a PATH along the most efficient route, granting +1 movement to units traveling along it.
  2. You may select the PATH, as you would an outpost, and there will be an upgrade button on it. Upgrading puts the PATH back into the queue of the source city, as if it were an improvement, which then upgrades the PATH into a ROAD once complete, granting +2 movement bonus while traveling along its trajectory. Natually the ROAD would look different than the PATH. This upgrade could be made available with the 'construction' tech.
  3. You may again select the ROAD and upgrade, this time turning into a HIGHWAY, granting +3 movement while traveling along its trajectory. This upgrade can be made available through tech in the military tree....perhaps something like 'mobilization' (if it's a little harder to get than 'construction'). Again, the HIGHWAY would have a different appearance for easy reference. 

In addition, two more city enchantment spells can be made available that focus on further upgrading all the roads connected to the source city where the enchantment is placed. (so as to not leave out the magic tree) Naturally the enchantments require the essence to cast.

  • Ride like the Wind: Air Spell (perhaps lvl2), granting an additional +1 movement for travel along all roads SOURCED from the enchanted city.
  • The Golden Road: Earth Spell (perhaps lvl4), granting x2 movement for travel along all roads SOURCED from the enchanted city.

A city road-enchanted would have ALL it's roads that are SOURCED (ie, roads that it built!) enchanted, granting the increased movement.

example: Yes, this means that if you had a city with highways sourced that has 'ride like the wind' AND 'the golden road', units travelling along those roads would gain an addition +8 movment.

Additional Notes:

  • Pioneers should not be able to build or raze roads. It's simply too much micromanagement, too much pioneer spamming, and too much road-spamming.
  • Sorry Mancer; you will need another special power.
  • Just like outposts and improvements, there should be a way to RAZE roads. This could easily be a button when the road is selected (right beside the upgrade button)
  • When in enemy territory, roads can provide natural benefit (it's there, use them), BUT your units do not receive the enchantment bonuses from the enemy city...you can still be out-marched.

 

Reply #6 Top

Neon any color for text against a black screen should be considered a terrorist attack and treated as such....

+1 Loading…
Reply #7 Top


orc text attack...

 

edit: sorry actualy i tried to read your post but my eyes got all watery....

Reply #8 Top

What is up with the neon green txt.  Just bold the black txt if you want to make it stand out.

Yea I did not read it either.

Reply #9 Top

Quoting Javaslinger, reply 7
Neon any color for text against a black screen should be considered a terrorist attack and treated as such....
End of Javaslinger's quote

I'm sorry. :'(

I copied it from another thread and I don't know what color to pick as I can't seem to pick the original color. I'll grab something a little less intrusive. (Wanted a color change to separate concept ideas in the other thread I was typing up)

Gotta admit though...it grabbed you attention. XD

Reply #10 Top

Silly me -- i still remember they days of black and white monitors/terminals when green was considered better than white, so text like reply 6 was top-of-the-line.  Spent about 15 years programming on green-screen.  (Some swore by amber as better than green, but I never liked it).

Reply #11 Top

Do you guys have the Black text on white background forum skin? Because I use the white text on black background, and have no problem at all reading the green text. Bold black text would be kind of impossible though... ;)

Reply #12 Top

Oh, and that was before he changed it. Which he just did. Oh, and GfireflyE, good points. I do believe the governor path needs alot of love, but I don't think roads are the way to do it...

Reply #13 Top

Has anyone actually gotten this trait?  I have a level 9 governor hero and a level 17 governor henchmen and neither has had the option to get a road building ability yet.

Reply #14 Top

Here is the code. The only requirement being path of the governor. It doesn't have any of the other code which other traits have to make them accessible. Look below.

 

<AbilityBonus InternalName="RoadBuildingAbility_Level">
<AbilityBonusType>Unit_Level</AbilityBonusType>
<AbilityBonusOption InternalName="RoadBuilding_Level">
<DisplayName>Road Building</DisplayName>
<Description>Allows the unit to build roads</Description>
<Icon>Ability_PathOfTheGovernor_Icon.png</Icon>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnlockAction</Attribute>
<StrVal>BuildRoad</StrVal>
</GameModifier>
<Cost>10</Cost>
<Type>Army</Type>
<Prereq>
<Type>AbilityBonusOption</Type>
<Target>Unit</Target>
<Attribute>PathOfTheGovernor</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

 

Now look at this: 

 

<AbilityBonus InternalName="SwordsmanAbility">
<AbilityBonusType>Unit_Level</AbilityBonusType>
<AbilityBonusOption InternalName="Swordsman">
<DisplayName>Apprentice Swordsman</DisplayName>
<Description>+10% Cutting Attack (attacks with swords and axes)</Description>
<Icon>Ability_SwordsmanI_Icon.png</Icon>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Attack_Cutting</StrVal>
<Multiplier>1.1</Multiplier>
<Provides>+10% Cutting Attack</Provides>
</GameModifier>
<Likelihood>200</Likelihood>
<RarityDisplay>Uncommon</RarityDisplay>
<MinimumLevel>5</MinimumLevel>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>

 

As you can see, the Swordsman ability trait has a tag for Likelihood, and rarity. Road building does not, so either the code is wrong and they forgot to put in a likelihood of it appearing, or it is supposed to be automatically given when you choose path of the governor but they forgot something.

Reply #15 Top

Quoting BlackRainZ, reply 15
or it is supposed to be automatically given when you choose path of the governor but they forgot something.
End of BlackRainZ's quote

This is the way they wanted it, but "unlockaction" is bugged. It should be showing up as soon as you are a governor.