Venatrix
Joined: 2010-10-05, 19:31
Posts: 447
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Location: Germany
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Posted at: 2015-02-12, 08:36
Your idea of the ferry reminds me of the small boats they already had in Settlers I. They had two flags on the coast with a waterroad in between, only carrying goods, not people and so on.
And they where normal carriers, who got a boat that tey carried to their destination flag before going into the water. That’s the approach i would expect here too.
But yes, bridges shouldn’t allow ships passing through, just like shallow water shouldn’t.
Two is the oddest prime.
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kaputtnik
Joined: 2013-02-18, 19:48
Posts: 2646
OS: Archlinux
Version: current master
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Location: Germany
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Posted at: 2015-02-13, 18:05
Tibor wrote:
EDIT2:
it would be produced in shipyard (be very cheap) and wheryman would go to shipyard and sail the ferry to its virtual road (=pair of two jetties).
This is a nice idea Instead sailing/rowing he could also may carry his little boat...
I tried me in making the ford abit better:

I used it as dry-type which means only roads could be placed on this terrain. But as you could see, there could also be trees grow on this. Maybe this behavior could be corrected with the terrain affinity values, but i am currently not familiar with those values.
There is an animated pattern for this:

A mockup where roads turns into footbridges at fords:

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Ron_of_Nord
Joined: 2024-04-20, 22:43
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OS: Windows
Version: 1.3
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Posted at: Yesterday 06:04
I know this is an old discussion, and ferries certainly spice up the game play now, I am rather in favour of bridges that are built.
Maybe not ocean spanning bidges, but smaller ones that can cross places where the current bridges can't reach.
Say two indices ( or edges ) . That allows players to use small Islands as passage ways between two larger islands
( The Kingdom of Borneo has 2 places where this would help ) and give map creators a chance for
either more challenging maps, or ones that have such small islands that allow places such longer paths
Ferries and ships have their place, yet I think longer bridges would have a place as well. They should not, however, be cheap.
The aussies are coming, ya ho! ya ho!
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Ron_of_Nord
Joined: 2024-04-20, 22:43
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Posted at: Yesterday 06:05
I will also say here, I had a fairly good read of issue #2019
Edited: Yesterday 06:05
The aussies are coming, ya ho! ya ho!
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kaputtnik
Joined: 2013-02-18, 19:48
Posts: 2646
OS: Archlinux
Version: current master
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Location: Germany
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Posted at: Yesterday 18:08
Ron_of_Nord wrote:
I know this is an old discussion, and ferries certainly spice up the game play now, I am rather in favour of bridges that are built.
Maybe not ocean spanning bidges, but smaller ones that can cross places where the current bridges can't reach.
Say two indices ( or edges ) . That allows players to use small Islands as passage ways between two larger islands
( The Kingdom of Borneo has 2 places where this would help ) and give map creators a chance for
either more challenging maps, or ones that have such small islands that allow places such longer paths
Ferries and ships have their place, yet I think longer bridges would have a place as well. They should not, however, be cheap.
It's all easier said than done: Which worker will build such bridges? A new worker might need a new building as well. How much will they cost? Should ships/ferries can pass such bridges? How will the normal and busy states of roads be applied?
So, -1 from my side.
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Nordfriese
Joined: 2017-01-17, 17:07
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Posted at: Yesterday 18:24
I feel like there have been similar discussions in less old threads…
The main argument point for me is that this will completely break map designs where rivers are used as obstacles and therefore -1 from me.
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hessenfarmer
Joined: 2014-12-11, 22:16
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Location: Bavaria
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Posted at: Yesterday 19:28
-1 from me as well, due to the reason of @Nordfriese, @kaputtnik and the impact this might have on ship routing which causes trouble currently anyway.
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tothxa
Joined: 2021-03-24, 11:44
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OS: antix / Debian
Version: some new PR I'm testing
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Posted at: Yesterday 20:08
I agree with the -1's for specially built bridges over normal water.
OTOH I think it should be possible to create navigable rivers and straits that can be crossed by workers too, so I think we should change the routing code to be able to deal with terrain types that are both water and walkable , or better yet, add a new Is value, e.g. bridgeable that is always swimmable, but still allows placing roads (would use the existing bridge graphics) but maybe not flags, and is only walkable where there is a road.
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Ron_of_Nord
Joined: 2024-04-20, 22:43
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Posted at: Yesterday 23:06
Nordfriese wrote:
I feel like there have been similar discussions in less old threads…
The main argument point for me is that this will completely break map designs where rivers are used as obstacles and therefore -1 from me.
Hessenfarmer wrote
-1 from me as well, due to the reason of @Nordfriese, @kaputtnik and the impact this might have on ship routing which causes trouble currently anyway.
I had a think about this last night and I have to agree after I considered all the possible problems properly, ships and the use of water
as obstacles were the ones I considered carefully while I thought about it.
Oh well, it was just an idea after all
The aussies are coming, ya ho! ya ho!
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kaputtnik
Joined: 2013-02-18, 19:48
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OS: Archlinux
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Posted at: Today 07:02
tothxa wrote:
I agree with the -1's for specially built bridges over normal water.
OTOH I think it should be possible to create navigable rivers and straits that can be crossed by workers too, so I think we should change the routing code to be able to deal with terrain types that are both water and walkable , or better yet, add a new Is value, e.g. bridgeable that is always swimmable, but still allows placing roads (would use the existing bridge graphics) but maybe not flags, and is only walkable where there is a road.
The add-on Impassable Water implements such partly. E.g.: Algae slick:

or summer lilly:

Those terrains can't be passed by ships and i think the visual problem of passing ships on bridges still remains.
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