![]() We’re the only studio bringing AAA storytelling to fighting games.” To finally share what we are working on with fans and see them get excited is extremely rewarding. “We work on the project for so long in secret. “When the first trailer drops and we get to see how the fans react,” he says. With two decades of experience, he manages the team developing the Story mode and character cinematics for Injustice and Mortal Kombat – including the iconic Super Moves, Fatalities and Victory sequences. “I often jokingly tell the team that a great pun is worth a full day’s work so after a good pun they can go home.” (Dare we say they can PUNch out?)īut apart from his proPUNsity for jokes (last one, we swear), Todd takes his role very seriously. “The more eye-rolls a pun gets the more I enjoy it,” he insists. If you are playing with the Global Workforce option then you don't have to worry about this and can literally build buildings on the complete opposite side of the map not connected to the rest of your city and they will get workforce so long as you have some unemployed population (or that building takes priority which you can set in your workforce overseer menu).Whether he’s building LEGO sets with his three sons, adding to his growing board game collection, or clearing roadblocks for the NetherRealm Studios (WB Games) Cinematics Team – Art Manager Todd Keller is always ready with a terrible pun. The Recruiter just needs to walk past a couple houses for it to count. It also doesn't matter if those 2 people already have jobs. It doesn't matter if that recruiter is looking for 10 people but only 2 people live in those houses they walk past. This Recruiter needs to walk past 2 populated houses in order for them to then pull some workers from your unemployed population pool. Now if you are playing with the Recruiter mode turned on then a walker will pop out of a new building "looking for workers". "Workers" don't need to be able to walk to a building or even have direct road access in order to work there. Instead of a person visiting their temple, a priest will visit all the houses. It is the people who provide services that actually go out and walk. For all intents and purposes, your entire population just sit in their house all day every day. ![]() If a worker is working in a building and I put a roadblock between them and where they live, will they abandon that job because they can't walk back to it?Īh I see, in Pharaoh and most Impressions games the workers don't actually "exist" as people who walk around/to their jobs. If a road has a roadblock preventing flow from houses towards buildings that need workers, will the workers from those houses not be able to work in those buildings that need workers? I'm still not clear on where people who have jobs fall into this. Originally posted by Darth Arminius:There are two types of "walkers" (the people that walk around your city providing services, delivering goods, etc.) in the game. People have managed to make crazy cities where walkers will walk for kilometers before despawning/returning to their base building. This allows you to make some pretty interesting routes for said walkers that has them walking across half the map to get back to their building, if you build the route correctly.Ĭheck out videos on "Forced Walkers" tutorials and playthroughs. This is not necessarily the same spot and so they might spawn at the front of a building and go back inside the back of said building. ![]() Pharaoh: A New Era added a little UI indication for where walkers spawn from their building as well as where they go back inside. This period where they need to head back home is when they turn into destination walkers and so they will now take the shortest route back and even cross roadblocks or gatehouses to get back to their base building. Essentially, an idle walker will walk around your city for a while then they need to head back to their base building for a bit before doing it all over again. ![]() However, it is important to note that most idle walkers will turn into destination walkers after enough time. These walkers *cannot* cross roadblocks and gatehouses and will instead ignore that road or turn around if it is a dead end. a priest will pop out of a temple and start walking down the roads connected to their temple. Idle/General Walkers - these are walkers that don't have any particular destination and instead head out to walk along the roads connected to their home building providing their services. This is usually your delivery cart pushers, reed gatherers, work camp labourers, etc.Ģ. They *can* cross roadblocks and gatehouses, and they can even cross land and desert off road if need be. Destination Walkers - these are walkers that have a destination to get to and they will take the shortest route to get to it. There are two types of "walkers" (the people that walk around your city providing services, delivering goods, etc.) in the game.ġ. ![]()
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