Rise to Ruins

Rise to Ruins

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Tochimo Jun 15, 2017 @ 10:29am
Reducing/Restricting my Influence Area (where I can build) by Buiding Walls is Bad....
This, so far, is one of those *turns my head sideways and open my eyes wide* features of the game.

So my damaged outter walls cannot/won't be repaired until/unless I break down some nearby walls to allow my build area to expand further out. How does this make any sense?
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Showing 1-12 of 12 comments
Rayvolution  [developer] Jun 15, 2017 @ 10:30am 
Monsters can't attack Fire Pits, just build one or two into your walls, in place of a wall segment. :)
ZirzoR Jun 15, 2017 @ 10:49am 
Make sure to build fire pits or larget fire pits on the edge of your "influence" it has a range of maximum of 24, which is pretty big. they have 300 HP and pretty sturdy aswell, so even if a monster somehow hits it(They shouldn't anyway) its much stronger then a wall segment.

Upgrade the city center to get more influence range aswell ontop of all this.

Works for me so far, just dont build walls at the very edge of your influence if you dont plan on making fire pits.
Last edited by ZirzoR; Jun 15, 2017 @ 10:50am
Tochimo Jun 15, 2017 @ 11:30am 
Fire pits cost build slots. I think I noticed they also create a collidable object (blocks paths) so they won't work on 1-cell mazes that are long.

Since the game is really all about micromanaging resources and space, wasting precious build slots on firepits seems kind of... meh.
Tochimo Jun 15, 2017 @ 11:31am 
I also cannot build them in places I don't already have influence, so I cannot build them outside my walls.
Replace a wall with a firepit or build more buildings. Generally only lightning will damage your maze if you built it right and guess what the lightning rod does? Paths seem to push the limits out a little too, tree stumps certainly reduce the range as does water.
ZirzoR Jun 15, 2017 @ 1:15pm 
With 4 acilleries and fully upgraded camp to large keep I have over 120 build slots, i cant really use them all up, so dunno what you're talking about, the amount works perfectly fine for me.
Tochimo Jun 15, 2017 @ 3:30pm 
Well, considering that I was on day 5 or 6, I didn't even bother with an ancillary at that point as I'd rather save the space early on and upgrade my main building, and only had ~30 build slots at the time, it seemed like there were more pressing things to use those build slots.

So yea, once you've got a huge camp with over 60 built slots and 100+ people it stops mattering - maybe if the small firepits didn't use a build slot they're be more useful early on (?), but I couldn't really justify using them until I had most of the rest of my resource generation and defensive structures established.

I'm on day 22 now - things aren't really getting past the first length of my mazes - I'm sending people and resources to Limbo now to keep the colony from potentially collapsing itself....
Ancillary buildings don't use build slots they use ancillary slots.
Tochimo Jun 15, 2017 @ 3:36pm 
Originally posted by Khan Boyzitbig of Mercia:
Ancillary buildings don't use build slots they use ancillary slots.

You misunderstood - I'd rather save physical-base-building space by not dropping another storage building when I can spend similar or less resources to simply upgrade my main building and get the same thing out of it (I think the main building also provides more building slots for fewer resources over time - and if it doesn't, it's not much more to justify removing the PHYSICAL space I could use for something else). Basically, the Ancillary Building isn't worthwhile when you're turtling in a tight spot, as far as I can tell.
Rayvolution  [developer] Jun 15, 2017 @ 4:32pm 
Fire pits can be built in 1 tile sized mines, they're one of the few buildings in the game that only take up 1x1 space (for this reason).

If you want to avoid wasting building slots, then you're out of luck. Mixing in a few fire pits into your maze is pretty much required to fix the problem you're describing (and it's the way most players play). There are some designs that avoid it, but they're fairly complicated and awkward to build.

http://steamcommunity.com/sharedfiles/filedetails/?id=946589138

http://steamcommunity.com/sharedfiles/filedetails/?id=923932208

http://steamcommunity.com/sharedfiles/filedetails/?id=921127757

I understand not wanting to waste the slots, but a good maze design will likely only consume 2 or 3. :)
Tochimo Jun 15, 2017 @ 4:45pm 
At this point I'm just knocking down a wall segment to allow my influence to move unhindered to the outside, making any changes I need to make, then rebuilding it before night.
ZirzoR Jun 16, 2017 @ 4:42am 
Originally posted by Tochimo:
At this point I'm just knocking down a wall segment to allow my influence to move unhindered to the outside, making any changes I need to make, then rebuilding it before night.

http://imgur.com/a/SwRo5 Here is my current early game maze, works wonders for me (Its something I always used in games like warcraft 3 custom maps, So I know alot of maze placements ;P)

I had a firepit on the left side aswell, But I removed it after I completed the maze to save slots.

I also removed the fire pit at the bottom right and the one on the furthest right (Not part of the maze) the other 2 are still in there however.

http://imgur.com/a/h1FlW This is how my entire village looks at this time.
Last edited by ZirzoR; Jun 16, 2017 @ 4:50am
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Date Posted: Jun 15, 2017 @ 10:29am
Posts: 12