Topic: Ferries
kaputtnik |
Posted at: 2018-07-26, 21:21
The value of the length restriction is a matter of intention: On the map "The Nile" the distance between two shores is between 4 and 7 nodes. With a value of 8 one can build a port on the opposite shore and afterwards connect the shores with a ferry. So he could dismantle the ports again. Is this what a ferry is intended to use for? This applies then only to atlanteans and frisians, giving them an advantage on some maps, "The Nile" in this case. Not sure if this is really a goal. Fight simulator for Widelands: |
einstein13 |
Posted at: 2018-07-26, 23:40
The Nile was intended to use ferries in its first version, but there was no ferry in Widelands yet. Changing the map for ferry introduction is still possible. But before that let's see how ferries will work first. Maybe emp/bar-5 atl/fri-6 will be an option? It is conservative, but still longer than old S2 game. einstein13 |
Nordfriese Topic Opener |
Posted at: 2018-07-28, 08:39
A branch is online There are still a couple of bugs, but waterway building works now on the whole. I reworked the entire road rendering system, removing an old TODO and possibly (needs more checking) fixed a known road-rendering bug as well. The change has the downside of consuming more memory; but the increase is only 2 bytes extra per field plus 2 bytes per field per player, so even on a large multiplayer map this shouldn´t be a real problem. I expect the remaining issues with waterways will be easy by comparison to get rid of, so I´ll most likely get started with the construction and requesting of ferries today. Top Quote |
Nordfriese Topic Opener |
Posted at: 2018-07-28, 09:21
No, because ferries can´t transport workers, only wares. So you´d still need ships for workers. Also, long waterways have low capacity, so you´d need lots of ferry routes for this to be really efficient, which requires two long coastlines, and lots of ferries, which can be expensive. The suggested requirement that there must be a road-connection between the waterway start/end flags would solve this. I´ll try to implement this when ferries work...
Sound good, I set it to these values now. Let´s wait until everything works so we can test this in-game Top Quote |
GunChleoc |
Posted at: 2018-07-28, 09:24
I'll have to get home before I can comment on this - I need my IDE to navigate the code, since I'm not really familiar with the road code. Busy indexing nil values Top Quote |
Nordfriese Topic Opener |
Posted at: 2018-07-28, 10:14
@GunChleoc: No need, the question is not longer important. I ripped out the Top Quote |
WorldSavior |
Posted at: 2018-07-28, 11:23
Wouldn't it be better (and logical) if they could also transport workers? In general I think that king_of_nowhere's idea with restricting ships to certain ports is more useful than ferries... Wanted to save the world, then I got widetracked Top Quote |
einstein13 |
Posted at: 2018-07-28, 16:36
@WorldSavior If you allow ferries to transport workers, there are several changes need to be done first (for example worker should be "as ware", waiting next to the flag. That makes changes very complicated. But even if you make those changes, there are multiple maps where you don't want to do so. Because you don't need port space to build an economy on small island. einstein13 |
WorldSavior |
Posted at: 2018-07-28, 21:09
Sure? Ships can also transport workers, so maybe on could use the code of docks somehow?
Okay, that's a good argument... Even though it's not really logic that ferries cannot transport workers. Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2018-07-29, 09:32
If we want to transport workers, maybe having a little building is a good idea after all? Allowing ferries to transport workers would also make it easier for players to learn the game mechanics. Busy indexing nil values Top Quote |