Topic: Ferries
GunChleoc |
Posted at: 2018-08-13, 09:25
That. We can start by hard-coding it into logic/map.h, and then take the customization and UI from there. Busy indexing nil values Top Quote |
dreieck |
Posted at: 2018-08-25, 11:49
I like the idea, I just wanted to suggest this, too. I pretty much liked the rowing boats especially in return to the roots (the Open Source Settlers II engine with bugfixes) -- because there was an option to make those waterways as long as you like (as long as you own all the territory they go along). I even liked just watching them.
One could make it a selectable option in the game settings, than players can choose if they want to enable them or not, depending on the map design.
Transporting only wares but not people already imposes the need to have both ends linked by some other way (roads or ports). (empty signature.) Top Quote |
dreieck |
Posted at: 2018-08-25, 12:06
Great :-).
Would be my favourite, too. Maybe this would become handy later on also for other cases? (empty signature.) Top Quote |
Nordfriese Topic Opener |
Posted at: 2018-09-01, 15:01
I fixed all crashes I ran into so far, so this branch is actually playable now. Waterways can be built between any flags. No economy limits. Two economies connected by waterways only currently are now considered one and the same economy; if one part requests a worker that exists only in the other part, the console output is spammed with warnings but the game behaves as it should. To enable waterways on a map, add the key Known remaining issues:
I´d appreciate testing and more bug reports! Top Quote |
Nordfriese Topic Opener |
Posted at: 2018-11-29, 11:26
The branch is in review now, all known bugs are squashed. I´d still appreciate testing and more bug reports It should be decided which official maps get waterways enabled, and with what length limit. I would suggest:
(Keep in mind that ferries transport no workers, so a waterway is only useful to connect two shores if you can already reach both ends by land and/or ships.) Also, the cost for ferries and ferry yards should be discussed. The ferry yard currently costs the same as the shipyard for all tribes. A ferry is 3 logs. Top Quote |
einstein13 |
Posted at: 2018-11-30, 13:24
From a perspective of maps designer: the distances here can be useful to join different economies on different islands. Will it work like that? (I can't remember what was the solution in the discussion above). So my maps:
It may be good idea to redesign a bit the maps? Also I have to play and test a bit And the distances for the rest of the maps: Max distance of 20 (f.e. Kings & Queens) is much too high! It is not useful (very low capacity) and probably it changes map play too much. But I have to test it to be sure! einstein13 |
Tibor |
Posted at: 2018-11-30, 13:44
As ferry can transport only wares, such interconnection will be half-functional. You will create single economy for wares, but both territories will stay separate economy for workers. Top Quote |
Nordfriese Topic Opener |
Posted at: 2018-11-30, 13:53
I think that´s how I decided those numbers
You can also build roads with a length of 100, so that´s not a reason not to allow it
Lots of testing is certainly necessary The rework of the Economy concept can backfire everywhere and might be introducing dozens of new bugs… Top Quote |
einstein13 |
Posted at: 2018-11-30, 15:32
Yes, I know that it is half-functional. But most of times you don't need people transportation.
Good! But I will test that anyway
I have never seen the roads with such a length. 99.9% of human player roads will be 2 or 3 units length. But probably ferries will change a bit this numbers And about testing: is this branch already merged? Can I see Appveyor or Tino's build for that? einstein13 |
Nordfriese Topic Opener |
Posted at: 2018-11-30, 15:39
This won´t break map concepts, because ferries won´t allow you to reach inaccessible territory (you could supply constructionsites there but no builder can arrive…). They are only a shortcut in existing economies.
This certainly won´t make it into build 20, as it´s already feature freeze, but I´m hoping to get this merged soon after b20 is out. Edited: 2018-12-01, 16:18
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