Author Topic: Thoughts on hideout planning  (Read 7877 times)

Offline Galwail

  • Sergeant
  • **
  • Posts: 36
    • View Profile
Re: Thoughts on hideout planning
« Reply #15 on: March 17, 2020, 04:38:43 pm »
Some items take forever to manufacture, like super magnums and tomes of lightning. But my experience was more from midgame. Factories solve everything.

Offline RolandVasko

  • Colonel
  • ****
  • Posts: 181
    • View Profile
Re: Thoughts on hideout planning
« Reply #16 on: March 19, 2020, 12:01:19 am »
btw.about base planning - hey there would return that ctrl-function key - for moving the hideout´s rooms (facilities) while holding ctrl and mouse-click..

(..editing them manually (in notepad), in xx - yy coordinations notation is abit ..impractical, not such handy.. )
« Last Edit: March 19, 2020, 12:59:42 am by RolandVasko »

Offline Rubber Cannonball

  • Colonel
  • ****
  • Posts: 195
    • View Profile
Re: Thoughts on hideout planning
« Reply #17 on: March 19, 2020, 12:52:15 am »
Moving facilities around for a fee probably won't be coming back.  The player is expected to demolish or build over existing facilities as needed.

Offline Rince Wind

  • Commander
  • *****
  • Posts: 572
    • View Profile
Re: Thoughts on hideout planning
« Reply #18 on: March 19, 2020, 11:36:40 am »
I think it has been said a few times already: it is not even an option anymore, because it was taken out of the game. It has nothing to do with Piratez anymore, even if Dioxine wanted to include it (which I think he doesn't), he couldn't do it.

And money for basic facilities really stops being a problem after a while, just build a new one or plan accordingly from the start. Or *gasp* live with the choices you made.