Open elemanzer opened 2 months ago
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.
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?
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.
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.).
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.
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.