Topic: Rivers and Bridges
Venatrix![]() |
Posted at:
2015-02-12, 09:36 UTC+1.0
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. ![]() ![]() |
kaputtnik![]() |
Posted at:
2015-02-13, 19:05 UTC+1.0
This is a nice idea 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: ![]() ![]() |
Ron_of_Nord![]() |
Posted at:
2025-04-02, 07:04 UTC+2.0
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. The aussies are coming, ya ho! ya ho! ![]() ![]() |
Ron_of_Nord![]() |
Posted at:
2025-04-02, 07:05 UTC+2.0
I will also say here, I had a fairly good read of issue #2019
Edited:
2025-04-02, 07:05 UTC+2.0
The aussies are coming, ya ho! ya ho! ![]() ![]() |
kaputtnik![]() |
Posted at:
2025-04-02, 19:08 UTC+2.0
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. ![]() ![]() |
Nordfriese![]() |
Posted at:
2025-04-02, 19:24 UTC+2.0
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![]() |
Posted at:
2025-04-02, 20:28 UTC+2.0
-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. ![]() ![]() |
tothxa![]() |
Posted at:
2025-04-02, 21:08 UTC+2.0
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 ![]() ![]() |
Ron_of_Nord![]() |
Posted at:
2025-04-03, 00:06 UTC+2.0
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 The aussies are coming, ya ho! ya ho! ![]() ![]() |
kaputtnik![]() |
Posted at:
2025-04-03, 08:02 UTC+2.0
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. ![]() ![]() |