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Add room size indicator for guard room

Open elemanzer opened this issue 1 year ago • 5 comments

This is my go to room for keeping creatures from training or otherwise causing mischief but with lots of creatures in a large guard room it becomes hard to determine how much room is left for dropping more creatures in.

elemanzer avatar Aug 16 '24 15:08 elemanzer

I am not sure we want this for everybody, but you can change it for your own game by editing fxdata\terrain.cfg

[room16]
Name = GUARD_POST
NameTextID = 611
TooltipTextID = 627
Cost = 50
Health = 5000
SlabAssign = GUARD_AREA
Roles = ROOM_ROLE_GUARD
Properties = HAS_NO_ENSIGN

Delete the HAS_NO_ENSIGN from that last line.

Loobinex avatar Aug 16 '24 16:08 Loobinex

Will definitely be doing this. But any reason not to do this by default? It's not particularly obtrusive and more info is always better, no?

elemanzer avatar Aug 16 '24 17:08 elemanzer

I do believe they are intended not as a big room to store creatures, but a set of single tiles, where you put on 1 unit per tile. And then yes, for looks it will be nicer to not have all the ensigns on it. It is also a room that has no efficiency, so that you can place it anywhere and normally do not need to know anything about it. I get why you do it though, they are cheaper than barracks and there is nothing else to keep units busy.

Loobinex avatar Aug 16 '24 17:08 Loobinex

It's also 1 unit/tile. Not sure the barracks is the same. Also iirc in the original game creatures would pace the barracks for a few minutes and then leave. Guess keeperfx fixed this?

I can see how having info banner on single GR tiles would be obtrusive. Any way to switch HAS_NO_ENSIGN on or off relative to guard room size (like show info only for 9+ tiles for e.g.).

elemanzer avatar Aug 16 '24 17:08 elemanzer

Any way to switch HAS_NO_ENSIGN on or off relative to guard room size (like show info only for 9+ tiles for e.g.).

Not without somebody having to build such a feature.

Loobinex avatar Aug 16 '24 22:08 Loobinex