Topic: trees growing on port spaces
king_of_nowhere Topic Opener |
Posted at: 2015-07-10, 20:59
i hadd always asumed that trees could not spontaneously grow on port spaces, because i've never seen it happen. until today. i made a map with the editor, tried it, and i could not make a port cause a treee grew on the space. Since there are several maps who rely on expeditions (especially scanrio-like maps), wouldn't it be better to add a script to prevent trees from growing over port spaces, rather than risking the game being ruined by an unpredictable random event? Top Quote |
Tibor |
Posted at: 2015-07-10, 21:04
My idea was to have special "no-trees" types of terrain - sand, and authors would be encouraged to use this in vicinity of ports... Modification of C++ code is also possible, but look unsystematic to me... Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2015-07-10, 21:44
well, there are already terrains where tree growth is extremely unlikely, while they are still buildable. so i will use one of those. i simply had assumed that trees would not grow on port spaces as a default, so i didn't bother Top Quote |
Tibor |
Posted at: 2015-07-10, 21:47
Add a test for portspace would be probably simple, but we are not talking about 1 field, but about radius of 2 or 3 fields. And these (near fields) are my concern. Edited: 2015-07-10, 21:49
Top Quote |
kaputtnik |
Posted at: 2015-07-11, 07:29
As king_of_nowhere told, there are such terrains allready available. The problem is, that the widelands-editor does not display the terrain affinities and so a mapmaker couldn't see which terrain is not treefriendly.
In the beginning of playing widelands i assumed also that a vineyard has to placed nearby a hill... sometimes the game isn't as smart as a human thinks
Another reason for my idea of a kind of "tree resource". If on port spaces no tree resource is set, no tree would grow there. That is independet of the type of terrain Edited: 2015-07-11, 07:31
Fight simulator for Widelands: |
einstein13 |
Posted at: 2015-07-11, 10:15
Hey! The problem is old enought to have its own thread Ok, maybe it was about something different (https://bugs.launchpad.net/widelands/+bug/1230255 , https://wl.widelands.org/forum/topic/1418/). So there should be no problem for creating the port within an expedition. If there is- report a bug . But from my point of view:
Why?
einstein13 |
Ergo |
Posted at: 2015-09-05, 14:31
Why trees grow on mountains? It should not happen. Im using trunk bzr 7519. Hic regum sceptrum dominus tenet |
Ergo |
Posted at: 2015-09-05, 14:32
Trees cant grow on mountains, their roots cant find any soil on the bare mountain rocks! Hic regum sceptrum dominus tenet |
Ergo |
Posted at: 2015-09-05, 14:38
Hm, they died out, just the forester put them on mountain terrain. But its very strange, and taking up space from mines. Also its strange that blackland and desert terrain trees grow on temperate or snow lands, they should have their respective climate trees growing on them. Hic regum sceptrum dominus tenet |
Ergo |
Posted at: 2015-09-05, 14:47
Or at least it would be nice to configure that option in Map Editor. Hic regum sceptrum dominus tenet |