Topic: Criteria for a port space?
Astuur Topic Opener |
Posted at: 2012-03-20, 07:57
Hi Sirver, What exactly are the criteria for placing a port space in the editor?
is this already documented some place? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Nasenbaer |
Posted at: 2012-03-20, 08:29
Hi Astuur,
I am not Sirver, but as you write in the forums, I guess it's okay, that I answer. There are only two criterias for a port buildspace:
All other criteria are just based upon these two. E.g. the terrain does not have to be at water-level, but can't be much higher or deeper simply because else it is either not near enough to the water or not a big build space. Further there is no restriction to other port spaces in the vicinity. Maybe this will be changed in future once the colonization feature arrives, but it will most likely stay that way -> map creator decision. Fish doesn't matter as well.
Unfortunally nowhere else than in the code - for me it was (as always for developers) quite obvious how it works. My fault, sorry. Perhaps we should start a wiki page about seafaring (not the one about the planned implementation, but an end user one) Cheers Peter Top Quote |
alocritani |
Posted at: 2012-03-20, 08:40
Not sure if this is used in editor, too, but for map the rules should be the following: If I read correctly src/logic/map.cc (Map::recalc_nodecaps_pass2) a port space is simply a big space with a swimmable second order neighbour (I think it is a neighbour at distance 2). according to the same source, if height difference between a field and second order neighbour is >= 3, we can only build a small house there. and finally the rules for objects/building dimensions:
edit: obviously I've not seen Nasenbaer's answer... Edited: 2012-03-20, 09:36
Top Quote |
Astuur Topic Opener |
Posted at: 2012-03-20, 08:55
Thanks Peter Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2012-03-20, 10:08
Nope, I wasn't :). It is all Peter's work - I just didn't stand in the way which should also count for something I guess Top Quote |
chuckw |
Posted at: 2012-03-20, 14:31
I will paraphrase another American saying, "If you are not a part of the problem, you are a part of the solution." I see little people. Top Quote |
Astuur Topic Opener |
Posted at: 2012-03-20, 18:55
All cleared up - and I stand corrected, but a better informed. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
einstein13 |
Posted at: 2013-10-04, 17:23
Is it a bug connected to port place?
Edited: 2013-10-04, 17:35
einstein13 |
wl-zocker |
Posted at: 2013-10-04, 17:38
For me, it works (and has always worked) as expected: If a port space is placed in the editor, I can build a port in the game. Make sure the following (in this order): You put the port space on the map, you saved it, you started a new game on the map. Maybe you started the game and edited the map afterwards? EDIT: I did not see your edited post. The problem with ice is probably a bug, but there is no ice in your first screenshot. Edited: 2013-10-04, 17:40
"Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
einstein13 |
Posted at: 2013-10-04, 18:12
I am checking my map (The Maze v1.1), so I don't make any changes as you tell I've tried some changes in the editor. That's why the pictures are not exactly the same. But the port space wasn't changed.
Yes, but there is a sand. Maybe I should check the sand too? einstein13 |